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DerRitter

Help me build an starter fleet

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Hello, 

I'm starting to pick up the game. I got a few expansions and now I need to build a 400 pts fleet. So i wondered if this comunity could give me some pointers. Basicaly I'm looking to build two fleets, one with proxy upgrades and one without. Also Rebels.

What I have available right now:

2x Core 

Nebulon-B Frigate

CR90

Liberty

GR-75

Rebel Squadrons

ISD

Corellian Conflilct

 

any help?

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Here's one.  Given the choice I'd make Salvation into a third TRC90, but without Jan or a second GR75 that puts points in a weird spot.  The liberty has the "Dodonna drill" build; it's designed to pierce one hull zone and hand out double Dodonna crits.  Strategic Adviser getting you to six activations is nice, but Intel Officer is perfect there to break their brace.  Hyperspace Assault is for Salvation, don't forget to use TRC for crits out the front there instead of the usual double hits like the CR90s want.

Name: Proxy Fleet
Faction: Rebel
Commander: General Dodonna

Assault: Most Wanted
Defense: Hyperspace Assault
Navigation: Solar Corona

MC80 Battle Cruiser (103)
• Intel Officer (7)
• Gunnery Team (7)
• Engine Techs (8)
• Leading Shots (4)
• XI7 Turbolasers (6)
• XX-9 Turbolasers (5)
• Endeavor (4)
= 144 Points

Nebulon-B Support Refit (51)
• Turbolaser Reroute Circuits (7)
• Salvation (7)
= 65 Points

CR90 Corvette A (44)
• General Dodonna (20)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 73 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

GR-75 Medium Transports (18)
• Comms Net (2)
= 20 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
= 33 Points

Total Points: 386

 

And here's another.  This is not the optimal way to run Yavaris, but it's not a terrible way to do it.  The medium squadron wing is there to "protect you with extreme prejudice."  BCC in case you have more squadrons and want to start bombing them later, Yav to help on offense or defense.  Jan would make this much more survivable.  You could probably get away with running Rieekan instead (and maybe a more ace-focused squad ball) if that's your thing.  Good luck, hope this helps!

Name: Non Proxy Fleet
Faction: Rebel
Commander: General Dodonna

Assault: Most Wanted
Defense: Fighter Ambush
Navigation: Solar Corona

MC80 Battle Cruiser (103)
• General Dodonna (20)
• Intel Officer (7)
• Gunnery Team (7)
• Engine Techs (8)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Endeavor (4)
= 159 Points

Nebulon-B Escort Frigate (57)
• Ray Antilles (7)
• Yavaris (5)
= 69 Points

CR90 Corvette B (39)
• Dodonna's Pride (6)
= 45 Points

GR-75 Medium Transports (18)
• Bomber Command Center (8)
• Expanded Hangar Bay (5)
= 31 Points

Squadrons:
• 4 x X-wing Squadron (52)
• Luke Skywalker (20)
• Gold Squadron (12)
= 84 Points

Total Points: 388

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Just to know, what would ytou advice to buy next? I'm thinking of a second transport and maybe a stronger carrier to push squadrons (AF2 or Pelta) with squadrons II or villians pack. Or is it better to get a stronger flagship like the MC80 or 75?

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R&V is great because it gives you Jan, Home One is great as a tankier flagship or supercarrier, and a second transport is just great period.  I'd try the Liberty and see if it fits your playstyle before getting Home One; both are great ships, but they don't have good synergy.  That said, Home One opens up better carrier options than a Pelta or AFmkII in my opinion, and combined with those CR90s, you could run a solid Ackbar list.  Squadrons II is sort of an "extras and misfits" expansion.  While it's certainly not bad, it doesn't come with any basic necessities like the other expansions.  Honestly though, you should get what looks fun.  Eventually you'll probably get everything, especially with the currently glacial release schedule giving you plenty of time to catch up.

Edited by The Jabbawookie

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Hello! Welcome to Armada! I would advise you to pick up an  MC75. They are a lot of fun and have some good cards as well. I would also pick up a GR75.then I would say to pick up a R&V. All good stuff especially Jan, Raddus, activations ?. Let me know if you want any builds, bc I love building lists ?

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On 11/2/2018 at 1:13 PM, DerRitter said:

Just to know, what would ytou advice to buy next? I'm thinking of a second transport and maybe a stronger carrier to push squadrons (AF2 or Pelta) with squadrons II or villians pack. Or is it better to get a stronger flagship like the MC80 or 75?

The best Rebel carrier is the Nebulon expansion - it's a drag because you already get one in the core and you RARELY want to play 2 of them - but Yavaris is the game changer of Rebel squads.

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Thanks to @The Jabbawookie I flew this fleet the other day against a Tarking ISD and 2 Vics and Gladiator fleet:

Dodonna Fighters 1

Faction: Rebel Alliance
Points: 399/400

Commander: General Dodonna

Assault Objective: Most Wanted
Defense Objective: Fighter Ambush
Navigation Objective: Solar Corona

 

[ flagship ] CR90 Corvette B (39 points)
-  General Dodonna  ( 20  points)
Dodonnas Pride  ( 6  points)
= 65 total ship cost

 

MC80 Star Cruiser (96 points)
Liberty  ( 3  points)
-  Intel Officer  ( 7  points)
-  Gunnery Team  ( 7  points)
-  X17 Turbolasers  ( 6  points)
-  Leading Shots  ( 4  points)
= 123 total ship cost

 

Nebulon-B Escort Frigate (57 points)
Yavaris  ( 5  points)
-  Raymus Antilles  ( 7  points)
= 69 total ship cost

 

GR-75 Medium Transports (18 points)
Bright Hope  ( 2  points)
= 20 total ship cost

 

2 B-Wing Squadrons ( 28 points)
2 Y-Wing Squadrons ( 20 points)
1 Luke Skywalker ( 20 points)
3 X-Wing Squadrons ( 39 points)
= 107 total squadron cost

 

My rival didn't brought any squadrons so the bombers were free to deal a lot of damage, trashing the victorys faster than I thought. I do belive if he had brought soms scoudrans cover, the dogfight would have drag for a while...so thinking thar I decided to grab a second GR75 and the R&V pack.

After that, I think my next purshase is going to be a toss between MC80, MC75 or a second squadron I pack.

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Hello again. I finally got some new purshases: R&V squadron pack and a secondo GR75. Any thoughts in how to improved the later fleets? Also i got my hands on a couple of TRC upgrades for the CR90s.

 

A problem I am having with armada fleet building is finding the balance between ships and squadrons. If I kite the LMC80 and a couple CR90s, I dont have enought points to support the squadrons (yavaris, gr75), but if I do the other I end with a very slim amount of ships (O so i belive)

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The way I normally make sure I’m getting enough squadrons is to put 3 ships in my fleet, upgrade them very lightly, putting only what is neseccary (I know I spelled that wrong) on them then getting all the squadrons you want. After you get a sufficient number of squadrons, you can go back to upgrading/adding new ships. This normally works unless your having something crazy like triple MC’s or something in which case you probably won’t have any squadrons no matter what.

Edited by TheSoberPug

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On 11/24/2018 at 6:10 AM, DerRitter said:

A problem I am having with armada fleet building is finding the balance between ships and squadrons. If I kite the LMC80 and a couple CR90s, I dont have enought points to support the squadrons (yavaris, gr75), but if I do the other I end with a very slim amount of ships (O so i belive)

Yep, the Liberty and CR90s are dedicated combat ships that are poor choices for serious squadron play, while Yavaris is a dedicated carrier.  If you're going for combat ships, you'll probably only have a nonexistent to moderate squadron presence.  If you go for a full-on carrier list, you'll be light on combat ships.  Such is game balance.  If you want a middle ground, there's an art to it, but no general obvious science.  What are the specifics of the list with everything you want included (over 400 total points)?

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This is what I have so far. My idea is to push squadrons with Yaveris and Liberty (using squadron tokens from the comms net flotilla). The Liberty act as the main damage dealer until the squadrons are free to bomb. The squadron  complement all have bomber so if I win the squadron flight the survivers can join the bombing. 

Faction: Rebel Alliance
Points: 400/400  

Commander: General Dodonna

Assault Objective: Most Wanted
Defense Objective: Fighter Ambush
Navigation Objective: Solar Corona

 

GR-75 Medium Transports (18 points)
 Bright Hope  ( 2  points) 
-  Toryn Farr  ( 7  points) 
-  Bomber Command Center  ( 8  points) 
= 35 total ship cost

 

GR-75 Medium Transports (18 points)
-  Comms Net  ( 2  points) 
= 20 total ship cost

 

[ flagship ] Nebulon-B Escort Frigate (57 points)
-  General Dodonna  ( 20  points) 
 Yavaris  ( 5  points) 
-  Raymus Antilles  ( 7  points) 
= 89 total ship cost

 

MC80 Battle Cruiser (103 points)
 Liberty  ( 3  points) 
-  Gunnery Team  ( 7  points) 
-  Engine Techs  ( 8  points) 
-  X17 Turbolasers  ( 6  points) 
-  Leading Shots  ( 4  points) 
= 131 total ship cost

 

1 Wedge Antilles ( 19 points) 
1 Ten Numb ( 19 points) 
1 "Dutch" Vander ( 16 points) 
1 Gold Squadron ( 12 points) 
1 Jan Ors ( 19 points) 
2 X-Wing Squadrons ( 26 points) 
1 Rogue Squadron ( 14 points) 
= 125 total squadron cost

 

Some glaring weakness I percive that no ship is particullary resilient. And having the commander sitting in the LMC80 makes it a VERY juice target. I would feel much safer having him in a Jaina's light corvette (A with TRC) or naked B, but that's whe I have to either slim the Lib to an almost naked star cruiser or reduce the fighter compliment.

I wan't to again express my thanks on all the help I have recibed here.

 

 

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I would recommend some slight changes to something like this:

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

GR-75 Medium Transports (18)
• Bomber Command Center (8)
= 26 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Bright Hope (2)
= 27 Points

MC80 Battle Cruiser (103)
• General Dodonna (20)
• Lando Carissian (4)
• Gunnery Team (7)
• Leading Shots (4)
• Spinal Armament (9)
• XX-9 Turbolasers (5)
• Mon Karren (8)
= 160 Points

Nebulon-B Escort Frigate (57)
• Fighter Coordination Team (3)
• Dual Turbolaser Turrets (5)
• Yavaris (5)
= 70 Points

Squadrons:
• Biggs Darklighter (19)
• Dutch Vander (16)
• Gold Squadron (12)
• Jan Ors (19)
• Rogue Squadron (14)
• Ten Numb (19)
• X-wing Squadron (13)
= 112 Points

Total Points: 395

Gives your ships more teeth and keeps a healthy squadron ball. You can drop Dutch for another xwing. This list likes crits so I made it xx-9 to be able to double structural for the giggles. Also the whole thing about giving the token to the MC does not make sense because your floatilla can already activate two squads on its own! So I gave you mon Karren so that you can really punch through damage. Intel officer becomes redundant and because your commander is on the MC I switched to lando. In bomber builds XI-7 can be really useless, so I recommend a switch to spinals which gives you that extra red to increase your damage. Fct helps you move those bombers up those first few turns, but keep in mind that if you move them with fct you cannot use yavaris on the same turn. Nebulons will never give you consistency, so dtt helps that

Edited by Cleto0

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You have the ships to go a bit more LMSU, so you could try something like this:

Name: Untitled Fleet
Faction: Rebel
Commander: General Madine

Assault: Most Wanted
Defense: Fire Lanes
Navigation: Superior Positions

MC80 Battle Cruiser (103)
• General Madine (30)
• Lando Carissian (4)
• Gunnery Team (7)
• Engine Techs (8)
• Leading Shots (4)
• Spinal Armament (9)
• XI7 Turbolasers (6)
• Endeavor (4)
= 175 Points

CR90 Corvette B (39)
• SW-7 Ion Batteries (5)
= 44 Points

CR90 Corvette B (39)
• SW-7 Ion Batteries (5)
= 44 Points

CR90 Corvette B (39)
• SW-7 Ion Batteries (5)
= 44 Points

GR-75 Medium Transports (18)
• Slicer Tools (7)
• Quantum Storm (1)
= 26 Points

GR-75 Medium Transports (18)
• Comms Net (2)
= 20 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
= 33 Points

Total Points: 386

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@Cleto0 thanks for the ideas. I wanted to use the Liberty + comms net so I could delay the squadron activation on turn 2 if necesary. So it was a bit more a one or two times thing in a game. I can see the benefit of putting more teeth to the LMC80 as it is not a good carrier. is Biggs a good idea with only one other escort fighter? It could be switched to luke (extra bombing) or wedge (for the dutch/wedge double yavaris activation combo).

@rcm17One of he first builds I tried  (suggested by @The Jabbawookie) was a LMSU I was tryng to go for something with a litte more fighter coverage (and ended with over 100 points in squadrons, **** balance is hard!)

 

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