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Made in ca
Huge Hierodule






Outflanking

So Armada Wave 2 has gotten me interested in the game (The ISD is just so much more impressive than the Victory Class). I've been playing around on various squadron builders, and have come up with a couple lists I like the look of. Before I drop several hundred credits on the game, I just thought I'd check if I'm doing something terribly wrong first. There's a bit of a theme with these lists that I don't want huge fighter screens, since I'm in it for the Capital ships. X-wing is for the Dog-Fights!

List 1: Imperial- 399

Imperial II Star Destroyer
-Admiral Screed
-Avenger
-Tactical Experts
-Gunnery Team
-Redundant Shields
-SW-7 Ion Cannons
-XX-9 Turbolasers

Raider II
-Quad Laser Turrets
-Overload Pulse
-Title

Raider II
-Quad Laser Turrets
-Overload Pulse
-Title

Gladiator I
-Demolisher
-Tactical Experts
-Ordinance Experts
-Nav Team
-Assault Missiles

The Idea with this list is that I would use the Raiders to Overload Pulse my opponents defence tokens, as well as holding off bombers. The ISD would be my main damage dealer, since my opponent can't spend exhausted tokens against it. Since I don't need the Accuracy results, I have SW-7's, and the XX-9's are there to take advantage of Screed. The Gladiators my secondary beatstick, with re-rolls on black dice and Assault Concussion Missiles to take advantage of Screed is needed. What I'm wondering is, do I need to invest in fighters? If so, what? I'm thinking maybe lots of Guys with Counter, since it would just be as a fighter screen.

List 2: Rebel- 400

Assault Frigate MKII A
-General Rieekan
-Support Officer
-Enhanced Armament

MC30c Torpedo
-Enhanced Armament
-Ordinance Experts

MC30c Torpedo
-Enhanced Armament
-Ordinance Experts

MC30c Torpedo
-Enhanced Armament
-Ordinance Experts

Han Solo

Dash Rendar

My idea here is that I'd play fast and aggressive with the MC30c's and freighters, while the Assault Frigate hangs back and snipes (since I lose Rieekans ability when he dies). Because I expect them to explode, I have kept the frigates cheap. Han and Dash's main jobs will be to go after enemy fighters. Again, I am worried that I may be a little light on fighters.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Longtime Dakkanaut




I cant give much on the lists themselves as I don't do tourneys. Just play very casually. But if your looking for purchase advice id do the following..

Starter
1x Of all wave 1 ships +1 additional Gladators
2x The raider
2x Mc30
1x of ISD and Home One

Id also recommend getting a pack of each of the fighters. I know your in it for the capitals but the fighters really help. Most rebel ones can put major damage on capitals and take a good amount of hits. That's where the rebels are stronger.

On the flipside, id always take the basic tie fighter at the very least in a small grouping to as you mentioned screen and tie up the rebel fighters They are dirt cheap at 9 pts. I would also use Mr Vader in the IDS. His offensive power is huge
   
Made in ca
Huge Hierodule






Outflanking

Well, of course I plan on buying three of everything eventually

My question is more "Given that it will take me a while to fit everything into a budget, do these lists look like they'll be a good starting point?"

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Lone Wolf Sentinel Pilot




PA Unitied States

I've seen Imperial fleets get curbed stomped by Rebel Carrier fleets (Squadron Heavy) when they don't take enough squadrons themselves. All you need to do is tie (no pun intended) up enemy squadrons for a turn or two. Rieekan is a waste if you are not going to maximize his ability for unique title squadrons. 3 MC30c are meh, too much short range on a 4 hull ship, but with a different set up it maybe workable.


Imperial list slim up your capitol ships for some squadrons. 4 Tie Interceptors minimum, 44 points is not that much to invest.

Rebel Fleets should have minimum 3 A-wings and Tycho. OR 4 A-Wings again 44-50 points minimum.

A Rieekan fleet needs a healthy amount of unique squadrons. Thus increasing the amount of times he can trigger versus only 5 capitol ships. if you would have 4 unique squadrons and 3 capitol ships the potential is 7 triggers for Rieekan.

Boosted Comms are worth considering.

Personally I hate B-wings with movement 2 they are too slow. They tend to be useless in the late game. you can use the MC80 title 'Independence' to help them out but results vary.

MC30c are better as broadside boats so maximize them as such. 3 cards to consider; and with Ordnance experts you'll increase chances at earning those criticals with cheaper upgrades.

Rapid Reload: +1 Black Die for broadsides
Assault Concussion Missiles: Black crit: has additional +1 damage to adjacent hull zones....this is auto damage that cant be adjusted via defense tokens
Assault Proton Torpedoes: Black crit: deal one faceup damage card to hull zone...this is auto damage that cant be adjusted via defense tokens

This message was edited 1 time. Last update was at 2015/12/14 15:45:22


22 yrs in the hobby
:Eldar: 10K+ pts, 2500 pts
1850 pts
Vampire Counts 4000+ 
   
Made in us
Quick-fingered Warlord Moderatus





Also starting out armada, looking for an Imperial Fleet because star destroyers, this is what I made thus far.

Commander: Admiral Motti (24 pts)
Flagship: (154 pts)

  • [*]Imperial II-Class Star Destroyer(120 pts)
    [*]Gunnery Team (7 pts)
    [*]Phylon Q7 Tractor Beams (6 pts)
    [*]Electronic Counter Measures (7 pts)
    [*]XI7 Turbolasers (6 pts)
    [*]Overload Pulse (8 pts)

  • Fleet Ship 1: (154 pts)

  • [*]Imperial II-Class Star Destroyer(120 pts)
    [*]Gunnery Team (7 pts)
    [*]Phylon Q7 Tractor Beams (6 pts)
    [*]Electronic Counter Measures (7 pts)
    [*]XI7 Turbolasers (6 pts)
    [*]Overload Pulse (8 pts)

  • Squadrons (65 of 134 pts):

  • [*]4x Tie Interceptor Squadron (44 pts)
    [*]1x Darth Vader Tie Advanced Squadron (21 pts)

  • Objectives: Precision Strike , Fire Lanes , Dangerous Territory

    3000
    4000 
       
    Made in ca
    Fixture of Dakka





    Bathing in elitist French expats fumes

    Someone just traded me some 40k daemons for the Armada starter. Because I'm a dirty, dirty socialist, I want to focus on the Rebels. I've seen a lot of downplaying of the assault frigate. Any reason? I know I'll have to buy some fighter packs, but I was eyeing that ship too.

     GamesWorkshop wrote:
    And I would have gotten away with it too, if it weren't for you meddling kids!

     
       
    Made in us
    Dakka Veteran





     Mathieu Raymond wrote:
    Someone just traded me some 40k daemons for the Armada starter. Because I'm a dirty, dirty socialist, I want to focus on the Rebels. I've seen a lot of downplaying of the assault frigate. Any reason? I know I'll have to buy some fighter packs, but I was eyeing that ship too.


    The vast majority of rebel players (and even many Imperials) feel that the Assault Frigate (often called the guppy) is THE best ship in the game, and recommend at least 2 or more.

    I, on the other hand, am comfortable with running one and a pair of MC30s (one with Foresight title). Seems to do pretty well for me, so a second guppy is a low priority.
       
    Made in au
    Hacking Proxy Mk.1





    Australia

    Since we're here talking about new people getting into Armada and whatnot can I just ask what would make a good carrier list for rebels?

    I was looking at a single MC80 with the Independance title, Akbar, redundant shields and the boosted comms, then a MC30 with something like rapid reload and spend the rest on fighters.

     Fafnir wrote:
    Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
     
       
    Made in us
    Lone Wolf Sentinel Pilot




    PA Unitied States

     WrentheFaceless wrote:
    Also starting out armada, looking for an Imperial Fleet because star destroyers, this is what I made thus far.

    Commander: Admiral Motti (24 pts)
    [*]Imperial II-Class Star Destroyer(120 pts)
    [*]Imperial II-Class Star Destroyer(120 pts)
    [*]4x Tie Interceptor Squadron (44 pts)
    [*]1x Darth Vader Tie Advanced Squadron (21 pts)
    Objectives: Precision Strike , Fire Lanes , Dangerous Territory


    2 ISD-II always make for a solid beat stick list, but you can easily lose to a Objective based game against CR90's. This list will crush enemy ships but it lacks the ability for fast objective grabs.


    Automatically Appended Next Post:
     Mathieu Raymond wrote:
    I want to focus on the Rebels. I've seen a lot of downplaying of the assault frigate. Any reason? I know I'll have to buy some fighter packs, but I was eyeing that ship too.


    They are really good and at a fair price (fleet points not $$) you can field multiples, however with wave 2 there are new choices with different battle field roles available. Currently there are no auto win meta's so 3 Assault Frigates are viable.


    Automatically Appended Next Post:
     jonolikespie wrote:
    Since we're here talking about new people getting into Armada and whatnot can I just ask what would make a good carrier list for rebels?

    I was looking at a single MC80 with the Independance title, Akbar, redundant shields and the boosted comms, then a MC30 with something like rapid reload and spend the rest on fighters.


    There is no auto win meta so anything goes with some trial and error...just remember some fleets are pure counters to others, but that's not any different than any other game. Be careful when using squadrons to gang up on one hull zone, remember anti-squadron fire hits all squadrons in on arc of fire not one. So unless your 100% positive that your going to destroy his ship before it activates again, spread the damage across multiple hull zones.

    Here is one I used at the last OP I went to. I went 2-0-1.

    General Rieekan
    MC80 Command Cruiser
    Overload Pulse
    Redundant Shields
    Boosted Comms
    Adar Tallon
    Defiance
    Enhanced Armament

    Assault Frigate
    Redundant Shields
    Boosted Comms
    Enhanced Armament

    3 A-Wings
    Han Solo
    Luke Skywalker
    Nym
    Tycho Celchu

    400....I want my opponent to go first so he has too choose from my objectives

    Advanced Gunnery
    Fleet Ambush
    Minefields

    Commands: I choose my commands based on my predetermined strategy for the objectives I choose, however most will be squadron.

    Boosted Comms are essential for carrier fleets IMO.
    Adar Tallon also essential to all carrier fleets IMO.

    Tycho is awesome take him on the flank so he doesn't receive too much attention, that way the scatter defense token is maximized to keep him alive.

    Objective Choice is as important as what upgrades you put on a ship, they should play into your play style and maximize your fleets ability. The trap for my objectives is minefields, I want my opponent to choose it I get to place all the obstacles so I can predetermine my flight path to grab at least 4 before my opponent. The MC80 is slow, so a predetermined flight path for objective grabbing in my favor is an advantage. Normally I don't engage the large ISD's until turn 3 with mine fields, depending on his speed. Should he attempt to race Raiders across the board to grab objectives, well they are low hull value with few shields against a lot of long and mid-ranged dakka. Half of the game is over I have the majority of objectives all I need to do is endure for 3 turns, engineering command here I come.

    Should he choose Advanced Gunnery, my MC80 can fire one hull zone twice at the same hull zone. It is brutal even for a ISD.

    Should he choose Fleet Ambush my opponent would end up facing my entire fleet against roughly half of his for a turn or two. I'm going to approach him in a manner to have one broadside and the forward hull zone shooting at his largest ship for two turns....with 2 ships. Yikes!


    Here is a trick with Rieekan, nobody is talking about yet, should one of his capitol ships get destroyed purposefully ram it into one of your opponents ships for a auto hull point. Its already going to blow up at the end of the round, so why not use it to your advantage. I did this in the game I tied (I was losing), I rammed the Assault Frigate into a ISD II which had heavy damage and no shields....Rieekan dealt just enough damage in the next activation to kill it. That one extra damage was just enough to change the entire battle from lose to tie.

    This message was edited 2 times. Last update was at 2015/12/15 13:23:29


    22 yrs in the hobby
    :Eldar: 10K+ pts, 2500 pts
    1850 pts
    Vampire Counts 4000+ 
       
     
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