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rjl51869

Improve my Fleets!

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In this thread, i will be constructing fleets that i believe will do pretty good.

Of course, i am no Armada Master like the rest of you experts, so please improve the fleets i post.

You guys can give me great help when i go into store tournaments.

Lets get started:

 

Fleet#1

This fleet i designed to be very fast as all ships can move at speed 3 or higher while dancing around the enemy staying at long to medium range.

Name: The Vette Vanguard
Faction: Rebel
Commander: General Cracken (obstructs all attacks if ships are moving at speed 3 or higher which they should be doing on this build.)

Assault: Most Wanted
Defense: Planetary Ion Cannon
Navigation: Superior Positions

CR90 Corvette A (44)
• Nav Team (4) (gives an extra yaw)
• XI7 Turbolasers (6) (hurts the enemy re-direct token)
• Jaina's Light (2) (obstacles? what obstacles?)
= 56 Points

CR90 Corvette B (39)
• Nav Team (4) (gives an extra yaw)
• MS-1 Ion Cannons (2) (can be a headache to upgrades)
• Dodonna's Pride (6) (can give that critical when needed)
= 51 Points

CR90 Corvette B (39)
• Nav Team (4) (gives an extra yaw)
• Leading Shots (4) (a big blue dice helper on a blue dice ship)
= 47 Points

Hammerhead Torpedo Corvette (36)
• Veteran Gunners (5) (when you suck at dice rolling)
• Rapid Reload (8) (gives TWO black dice on each side)
• Task Force Organa (1) (gives a friendly a re-roll)
= 50 Points

Assault Frigate Mk2 B (72) ( I put this ship in the fleet to keep the enemy honest)
• General Cracken (26) (obstructs)
• Walex Blissex (5) (if you need to get a defense token back)
• Gunnery Team (7) (always good)
• Disposable Capacitors (3) (when you need a killing blow)
• Reinforced Blast Doors (5) (survivability)
• Spinal Armament (9) (three red dice all way round)
= 127 Points

Squadrons: (SWARM tactic used)
• Lieutenant Blount (14)
• 5 x Z-95 Headhunter Squadron (35)
• Dagger Squadron (15)
= 64 Points

Total Points: 395 (a good bid that should get you 1st player)

Ok guys...improve this fleet!

Edited by rjl51869

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1 hour ago, rjl51869 said:

In this thread, i will be constructing fleets that i believe will do pretty good.

Of course, i am no Armada Master like the rest of you experts, so please improve the fleets i post.

You guys can give me great help when i go into store tournaments.

Lets get started:

 

Fleet#1

This fleet i designed to be very fast as all ships can move at speed 3 or higher while dancing around the enemy staying at long to medium range.

Name: The Vette Vanguard
Faction: Rebel
Commander: General Cracken (obstructs all attacks if ships are moving at speed 3 or higher which they should be doing on this build.)

Assault: Most Wanted
Defense: Planetary Ion Cannon
Navigation: Superior Positions

CR90 Corvette A (44)
• Nav Team (4) (gives an extra yaw)
• XI7 Turbolasers (6) (hurts the enemy re-direct token)
• Jaina's Light (2) (obstacles? what obstacles?)
= 56 Points

CR90 Corvette B (39)
• Nav Team (4) (gives an extra yaw)
• MS-1 Ion Cannons (2) (can be a headache to upgrades)
• Dodonna's Pride (6) (can give that critical when needed)
= 51 Points

CR90 Corvette B (39)
• Nav Team (4) (gives an extra yaw)
• Leading Shots (4) (a big blue dice helper on a blue dice ship)
= 47 Points

Hammerhead Torpedo Corvette (36)
• Veteran Gunners (5) (when you suck at dice rolling)
• Rapid Reload (8) (gives TWO black dice on each side)
• Task Force Organa (1) (gives a friendly a re-roll)
= 50 Points

Assault Frigate Mk2 B (72) ( I put this ship in the fleet to keep the enemy honest)
• General Cracken (26) (obstructs)
• Walex Blissex (5) (if you need to get a defense token back)
• Gunnery Team (7) (always good)
• Disposable Capacitors (3) (when you need a killing blow)
• Reinforced Blast Doors (5) (survivability)
• Spinal Armament (9) (three red dice all way round)
= 127 Points

Squadrons: (SWARM tactic used)
• Lieutenant Blount (14)
• 5 x Z-95 Headhunter Squadron (35)
• Dagger Squadron (15)
= 64 Points

Total Points: 395 (a good bid that should get you 1st player)

Ok guys...improve this fleet!

First things, DisCaps are pretty useless on an AFII. It doesn't have enough blue dice to make it count. If you have Gunnery teams, drop Spinal for Enhanced Armament. Your Torpedo Corvette lacks a Twin to use Task Force Organa. You also have to many points dumped into you only Hammerhead. Your CR90b's should really both have SW-7s and the CR90a should TRCs. Your squadrons are alright, but you should look into Escorts for Blount.

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I'll second a lot that @schmidty1701 said. 

1 hour ago, rjl51869 said:

Hammerhead Torpedo Corvette (36)
• Veteran Gunners (5) (when you suck at dice rolling)
• Rapid Reload (8) (gives TWO black dice on each side)
• Task Force Organa (1) (gives a friendly a re-roll)
= 50 Points

Task Force Organa requires that you have a copy and another friendly ship has a copy. With only one hammerhead, you're better off with Garel's Honor. Veteran Gunners and Rapid Reload is a lot of points, and not really worth it here. The hammerhead isn't going to last long enough to get use out of them.

1 hour ago, rjl51869 said:

CR90 Corvette A (44)
• Nav Team (4) (gives an extra yaw)
• XI7 Turbolasers (6) (hurts the enemy re-direct token)
• Jaina's Light (2) (obstacles? what obstacles?)
= 56 Points

CR90's don't really need Nav Teams. They are very maneuverable as is. I'd drop this or replace it with Engine Techs. The CR90 also isn't going to be putting out a whole lot of damage as is, so XI7's are a lot of points that won't really effect much. Turbolaser Reroutes Circuits (TRCs) are far superior here if you have them.

7 minutes ago, schmidty1701 said:

CR90 Corvette B (39)
• Nav Team (4) (gives an extra yaw)
• MS-1 Ion Cannons (2) (can be a headache to upgrades)
• Dodonna's Pride (6) (can give that critical when needed)
= 51 Points

  You have two blue critical upgrades. You can only use one, so I'd stick with just Dodonna's Pride.

8 minutes ago, schmidty1701 said:

CR90 Corvette B (39)
• Nav Team (4) (gives an extra yaw)
• Leading Shots (4) (a big blue dice helper on a blue dice ship)
= 47 Points

If you have the cards, CR90A's with TRCs are the better choice.

 

1 hour ago, rjl51869 said:

Assault Frigate Mk2 B (72) ( I put this ship in the fleet to keep the enemy honest)
• General Cracken (26) (obstructs)
• Walex Blissex (5) (if you need to get a defense token back)
• Gunnery Team (7) (always good)
• Disposable Capacitors (3) (when you need a killing blow)
• Reinforced Blast Doors (5) (survivability)
• Spinal Armament (9) (three red dice all way round)
= 127 Points

Gunnery Team and Spinal Armaments are at odds. If you keep Gunnery Teams, just keep your good arc pointed at the enemy. I'd go with Electronic Countermeasures will give you more for your money compared to Reinforced Blast Doors. Disposable Capacitors is only going to give you one blue die for a single turn. It's not worth the points.

Those are my thoughts overall. The squads seem decent, but keep in mind that they are pretty squishy. With only 3 hull on the Z95's, they'll go quick.

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I didn’t mess with the original concept, but trimmed some fat, added 2 activations and increased the bid to 9 points, offering a reasonable if not certain chance to go first.  Feel free to ask about why anything is (or isn’t) in the list.

Faction: Rebel Alliance
Points: 391/400  

Commander: General Cracken

Assault Objective: Blockade Run
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

 

[ flagship ] Assault Frigate Mark II B(72 points)
-  General Cracken  ( 26  points) 
-  Gunnery Team  ( 7  points) 
-  Electronic Countermeasures  ( 7  points) 
-  Dual Turbolaser Turrets  ( 5  points) 
= 117 total ship cost

 

CR90 Corvette A (44 points)
-  Jainas Light  ( 2  points) 
-  Turbolaser Reroute Circuits  ( 7  points) 
= 53 total ship cost

 

CR90 Corvette B (39 points)
-  Dodonna’s Pride  ( 6  points) 
= 45 total ship cost

 

CR90 Corvette B (39 points)
-  SW-7 Ion Batteries  ( 5  points) 
= 44 total ship cost

 

Hammerhead Torpedo Corvette (36 points)
-  Garel's Honor  ( 4  points) 
-  Ordnance Experts  ( 4  points) 
-  External Racks  ( 3  points) 
= 47 total ship cost

 

GR-75 Medium Transports (18 points)
= 18 total ship cost

 

GR-75 Medium Transports (18 points)
= 18 total ship cost

 

5 Z-95 Headhunter Squadrons ( 35 points) 
1 Lieutenant Blount ( 14 points) 
= 49 total squadron cost

Edited by The Jabbawookie
Typo

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Name: All Squadrons, Follow me!
Faction: Rebel
Commander: Commander Sato

Assault: Targeting Beacons
Defense: Fighter Ambush
Navigation: Superior Positions

MC80 Command Cruiser (106)
• Commander Sato (32)
• Adar Tallon (10)
• Fighter Coordination Team (3)
• Expanded Hangar Bay (5)
• Leading Shots (4)
• H9 Turbolasers (8)
• Independence (8)
= 176 Points

Pelta Command Ship (60)
• Flight Commander (3)
• Fighter Coordination Team (3)
• All fighters, Follow Me! (5)
• Expanded Hangar Bay (5)
= 76 Points

GR-75 Medium Transports (18)
• Flight Commander (3)
• Jamming Field (2)
• Boosted Comms (4)
= 27 Points

GR-75 Medium Transports (18)
• Flight Commander (3)
• Jamming Field (2)
• Boosted Comms (4)
= 27 Points

Squadrons:
• VCX-100 Freighter (15)
• Gold Squadron (12)
• Y-wing Squadron (10)
• Rogue Squadron (14)
• Wedge Antilles (19)
• 2 x A-wing Squadron (22)
= 92 Points

Total Points: 398

 

This fleet is designed to be squadron heavy and pretty much should be able to activate squadrons for attack runs anywhere on the board.

Okay guys...Improve this fleet!

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What’s the point of Sato? Two black dice from two ships isn’t great for a 32 point admiral.  People used to believe Sato meant a carrier list with bombers, but now the prevailing philosophy is a small to medium group of specialists who can get in when needed to paint targets and stay alive and as many combat ships as you can fit, since that’s what Sato is for.  So I’d either:

1. Swap Sato for Dodonna or Rieekan.

2.  Rebuild from scratch, emphasizing ships that get value from Sato (Torpedo Hammerheads, MC75 Ordnance Cruisers, Salvation, MC30 Scouts) and using a resilient, possibly rogue-based force.  Definitely Tycho and possibly Intel.

Edited by The Jabbawookie

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http://cannotgetyourshipout.blogspot.com

http://www.steelstrategy.com

I'd suggest some reading at these blogs atm, your fleets look VERY wild. Otherwise I'd suggest restricting yourself to one upgrade card per ship to get a better feel for the game.

Edited by Doppelganger

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On ‎9‎/‎8‎/‎2018 at 1:37 PM, Doppelganger said:

http://cannotgetyourshipout.blogspot.com

http://www.steelstrategy.com

I'd suggest some reading at these blogs atm, your fleets look VERY wild. Otherwise I'd suggest restricting yourself to one upgrade card per ship to get a better feel for the game.

im just creating fleets to see if there can be improvement, which it looks like there always with me.

 

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Name: Mon Calamari Build
Faction: Rebel
Commander: Admiral Ackbar

Assault: Most Wanted
Defense: Planetary Ion Cannon
Navigation: Dangerous Territory

MC80 Star Cruiser (96)
• Admiral Ackbar (38)
• Overload Pulse (8)
• XI7 Turbolasers (6)
• Spinal Armament (9)
• Mon Karren (8)
= 165 Points

MC30c Torpedo Frigate (63)
• Caitken and Shollan (6)
• Reinforced Blast Doors (5)
• External Racks (3)
= 77 Points

MC75 Ordnance Cruiser (100)
• Reinforced Blast Doors (5)
• External Racks (3)
• Assault Proton Torpedoes (5)
• Aspiration (3)
= 116 Points

Squadrons:
• 5 x Z-95 Headhunter Squadron (35)
= 35 Points

Total Points: 393

 

How about this one?

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Overlaod pulse triggers after the spending of defense tokens. Its overall bad and if you use it, its to be used as a preperation for something else shooting afterwards.
Heavy Ion Emplacements would be a better choice or leading shots which allow you to reroll a terrible roll.

Caitken and Shollan could be replaced with ordonance experts. And Admonition is one of the best available titles you can use.

Ackbar is a strange choice here as he only really benefits the Ordonance cruiser.

The z-95s will just melt. Go without them or take as a squadron minimum Shara Bey and Tycho Celchu, A-wing aces for 30 points. 

 

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3 hours ago, rjl51869 said:

im just creating fleets to see if there can be improvement, which it looks like there always with me.

 

His point is the blogs will give you a better understanding of what to put in and why, which is worth far more in the long run.  Even if we whipped up an amazing competitive fleet together, it’s worth nothing if you don’t understand why it works, why it’s built like it is, and how to fly it.  Fleet building is less than half the game.

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5 hours ago, rjl51869 said:

Name: Mon Calamari Build
Faction: Rebel
Commander: Admiral Ackbar

Assault: Most Wanted
Defense: Planetary Ion Cannon
Navigation: Dangerous Territory

MC80 Star Cruiser (96)
• Admiral Ackbar (38)
• Overload Pulse (8)
• XI7 Turbolasers (6)
• Spinal Armament (9)
• Mon Karren (8)
= 165 Points

MC30c Torpedo Frigate (63)
• Caitken and Shollan (6)
• Reinforced Blast Doors (5)
• External Racks (3)
= 77 Points

MC75 Ordnance Cruiser (100)
• Reinforced Blast Doors (5)
• External Racks (3)
• Assault Proton Torpedoes (5)
• Aspiration (3)
= 116 Points

Squadrons:
• 5 x Z-95 Headhunter Squadron (35)
= 35 Points

Total Points: 393

 

How about this one?

The Liberty is the worst ship you can use with Ackbar. A Liberty's front arc can deal more damage than Ackbar can give to its side arc. 

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thank you all for your input.

believe me, i know that these fleets are garbage.

But seeing you guys improve them is what gives me ideas to play with.

For instance, schmitty1701 had some ideas on my Vette Vanguard Fleet.

I took his advice on the changes to it.

I played with it twice at my local store and won 1 and lost 1.

Trust me guys, you are helping me win.

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Name: Small Ships, Lots Squadrons
Faction: Rebel
Commander: Garm Bel Iblis (Do you think that MAYBE he could be useful in a fleet like this?  He never gets any love!)

Assault: Most Wanted
Defense: Fighter Ambush
Navigation: Superior Positions

Nebulon-B Support Refit (51)
• Garm Bel Iblis (25)
• Engineering Captain (6)
• Engineering Team (5)
• XI7 Turbolasers (6)
• Yavaris (5)
= 98 Points

MC30c Torpedo Frigate (63)
• General Draven (3)
• Flight Controllers (6)
• Cluster Bombs (5)
• Rapid Reload (8)
• Heavy Turbolaser Turrets (6)
• Foresight (8)
= 99 Points

Nebulon-B Escort Frigate (57)
• Weapons Liaison (3)
= 60 Points

GR-75 Medium Transports (18)
• Lando Carissian (4)
• Jamming Field (2)
• Phylon Q7 Tractor Beams (6)
• Bright Hope (2)
= 32 Points

Squadrons:
• 2 x Y-wing Squadron (20)
• E-wing Squadron (15)
• 2 x X-wing Squadron (26)
• Tycho Celchu (16)
• Lancer Pursuit Craft (15)
• Jan Ors (19)
= 111 Points

Total Points: 400

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7 hours ago, rjl51869 said:

Name: Small Ships, Lots Squadrons
Faction: Rebel
Commander: Garm Bel Iblis (Do you think that MAYBE he could be useful in a fleet like this?  He never gets any love!)

Assault: Most Wanted
Defense: Fighter Ambush
Navigation: Superior Positions

Nebulon-B Support Refit (51)
• Garm Bel Iblis (25)
• Engineering Captain (6)
• Engineering Team (5)
• XI7 Turbolasers (6)
• Yavaris (5)
= 98 Points

MC30c Torpedo Frigate (63)
• General Draven (3)
• Flight Controllers (6)
• Cluster Bombs (5)
• Rapid Reload (8)
• Heavy Turbolaser Turrets (6)
• Foresight (8)
= 99 Points

Nebulon-B Escort Frigate (57)
• Weapons Liaison (3)
= 60 Points

GR-75 Medium Transports (18)
• Lando Carissian (4)
• Jamming Field (2)
• Phylon Q7 Tractor Beams (6)
• Bright Hope (2)
= 32 Points

Squadrons:
• 2 x Y-wing Squadron (20)
• E-wing Squadron (15)
• 2 x X-wing Squadron (26)
• Tycho Celchu (16)
• Lancer Pursuit Craft (15)
• Jan Ors (19)
= 111 Points

Total Points: 400

Rule of thumb for Garm is he likes big ships (and he won worlds once!)  Nebs can work, but command one small ships aren’t efficient because they can only gain one token, something that’s easy to do already.  The only thing Garm can do if you have one is swap it out, making Leia a better choice for command one ships.  @geek19 has a good explanation on his blog how Garm is different than Leia and what to do about it (Leia article.)  GR75s don’t warrant a defensive officer like Lando, and three red dice on a Nebulon don’t warrant XI7s.  Those are for big batteries of dice.  Flight Commander is pretty much an auto include for Yavaris, and so is a reliable way to give it a squadron token (Garm helps somewhat, but not with great timing; you should have a squad token banked anyway round 2, and if Yavaris is alive round 5 things will often be disengaging.)  The MC30 does not want to flak or push squads; thus, it does not want Draven or Flight Controllers.  Nothing currently released wants Rapid Reload or the command change officers (Ordnance Experts, APTs or ACMs + Lando on the MC30.)  Admonition is generally better than Foresight.  HTTs are bad because they give your opponent choices about which defense tokens to use.  XI7s do a better job, but the 30 doesn’t really need that slot filled.  The bomber complement is a little lackluster against ships for its cost, but not terribly so.  A Bomber Command Center would really help with consistent damage.

Have you tried reading either of the blogs @Doppelganger recommended?  Cannot Get Your Ship Out is amazing, I can’t recommend it highly enough.  I’m not trying to offend, but some of these upgrades look as though they were thrown on without a good reason, or without considering better uses of those points.  There’s no shame at all in being new to fleet building, but it’s really important to actively work toward a solid understanding of fleet building, hopefully using some of the great resources out there.  And that doesn’t just mean submitting builds for feedback, that means explaining your choices in depth, so we can understand your reasoning.  Why is so much more important than what, and I (and others, no doubt) want to help on a better level than just simple upgrade changes.

Edited by The Jabbawookie

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