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Made in au
Missionary On A Mission





Australia

So I got my interdictor in the mail this morning and had been contemplating lists. So came up with this list. I think it's suited to be a close brawler which may hamper it's effectiveness.

The 3rd imperial fleet


Faction: Galactic Empire
Points: 398/400

Commander: Admiral Screed

Assault Objective: Advanced Gunnery
Defense Objective: Fleet Ambush
Navigation Objective: Intel Sweep


[ flagship ] Interdictor-class Combat Refit (93 points)
- Admiral Screed ( 26 points)
- Interdictor ( 3 points)
- Commandant Aresko ( 7 points)
- Engineering Team ( 5 points)
- Quad Laser Turrets ( 5 points)
- Overload Pulse ( 8 points)
- G-8 Experiemental Projector ( 8 points)
= 155 total ship cost


Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Wulff Yularen ( 7 points)
- Flight Controllers ( 6 points)
- Nav Team ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 90 total ship cost


Raider-I Class Corvette (44 points)
- Impetuous ( 4 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Quad Laser Turrets ( 5 points)
- Expanded Launchers ( 13 points)
= 77 total ship cost


1 Boba Fett ( 26 points)
1 Maarek Steele ( 21 points)
1 Black Squadron ( 9 points)
1 Whisper ( 20 points)

This message was edited 1 time. Last update was at 2017/04/26 11:23:03


: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in ca
Huge Hierodule






Outflanking

I'd say cut the quad laser turrets from the Interdictor. Drop flight controllers from the Gladiator, replace with ordinance experts. Replace Nav team with Engine Techs.

Drop Expanded Launchers off the Raider- you are primarily going to use your Raider as either a point-defense ship or objectives ship, so don't waste 13pt planning to shoot ships at close range. Grab Flechette Torpedoes instead, to help lock down enemy squadrons. Probably drop Intel Officer, for similar logic as the Expanded Launchers. Either Drop Quad Laser Turrets, or replace Impetuous with Instigator (I'd suggest Drop).

Your big weakness right now is a relatively poor squadron game. You only have one Rogue, and no carrier. As such, I would suggest immediately adding a Gozanti-Class cruiser. Not only does this boost your squadron game, it gives you another ship to play around with activation order with, and stall a bit during setup, making it easier to pull off your Interdictor/Gladiator combo. It also allows you to have another ship to give the Interdictor command tokens via Aresko (it's command value of 1 means that you can basically choose the command your interdictor needs every turn. The Raider can do this, but having two ships allows you to be more flexible in which ship takes a sub-optimal order to boost the Interdictor).

Finally, I am not super Impressed with Black Squadron, and would suggest dropping it and Whisper for a pair of cheaper Aces (such as Valen Rudor and Mauler Mithel) which both have defense tokens. Consider Adding Vector onto your Flotilla as well, for a nice speed buff to non-Marek ships.



Bear in mind that I currently only play Rebels, so take this with something of a grain of salt.

This message was edited 1 time. Last update was at 2017/04/26 17:39:05


Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

I'm going to abound in C-C's way. You have some upgrades that will give you very little bang for your buck. I would also advise that you maybe scale back the upgrades until you get a few more games under your belt, as the combos can be fun, but often we tend to forget key interactions.

That being said, I would also say that you need to find a way to either increase the number of squadrons you field or make them interact a bit better. Black and Whisper are poor value at this point, because an escort with only three hull will die fast and then leave you wide open. Go for quantity over quality, imho, especially in the beginning. Or go all out and Rhymerball the hell out of it.

I'd also question your choice of objectives. Intel Sweep is designed with your Raider in mind... but your opponent could decide to just ambush it and wipe it out rapidly, as it is quite fragile.

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

 
   
Made in au
Missionary On A Mission





Australia

some valid points there gents. mind you, i was working this out at 11 last night.

the objective cards were just random mostly. i was too tired to look at all of them thoroughly and just wanted to save the list.

i was thinking on my way into work this morning that maybe dropping all of the squads completely and jsut going back to standard ties (for the time being) would be a better option.

i think, if i recall properly, my intent was to maximise my close range with the Glad and the Raider and to have the Inter hang back and activate last (as much as possible) to cover the rears of the other two vessels and to take out as many enemy vessels as possible for when they potentially sweep around. but i think i'm still stuck in the xwing frame of mind in that this game seems to be more focused on objectives (could be wrong obviously).


Automatically Appended Next Post:
Edit thoughts? just keep in mind that 1) the objective cards aren't finalised & 2) i won't running this list for a little while, just wanted to experiment some

The 3rd imperial fleet


Faction: Galactic Empire
Points: 396/400

Commander: Admiral Screed

Assault Objective: Advanced Gunnery
Defense Objective: Fleet Ambush
Navigation Objective: Intel Sweep


[ flagship ] Interdictor-class Combat Refit (93 points)
- Admiral Screed ( 26 points)
- Interdictor ( 3 points)
- Commandant Aresko ( 7 points)
- Engineering Team ( 5 points)
- Quad Laser Turrets ( 5 points)
- Overload Pulse ( 8 points)
- G-8 Experiemental Projector ( 8 points)
= 155 total ship cost


Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Wulff Yularen ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Concussion Missiles ( 7 points)
= 92 total ship cost


Raider-I Class Corvette (44 points)
- Impetuous ( 4 points)
- Admiral Montferrat ( 5 points)
- Ordnance Experts ( 4 points)
- Point-Defense Reroute ( 5 points)
- Flechette Torpedoes ( 3 points)
= 65 total ship cost


1 "Howlrunner" ( 16 points)
1 "Mauler" Mithel ( 15 points)
1 Valen Rudor ( 13 points)
5 TIE Fighter Squadrons ( 40 points)

the squadron game is strong with this one....

This message was edited 1 time. Last update was at 2017/04/27 02:58:41


: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

Sadly, standard TIE squadrons suck - you need about 3 on a single Rebel starfighter if you intend to be more than a speed bump and want to actually win the combat. They can help in screening against incoming enemy fighters, but that's about all.

I'd suggest at least one interceptor squad in there, counter is pretty helpful.

It never ends well 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

Heh... it all depends on the luck of the dice. Simple TIEs with Howlrunner and Mauler thrown in can strip an impressive number of hit points on X-Wing squadrons.

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

 
   
Made in au
Missionary On A Mission





Australia

so on friday evening i had another game. took what i thought was a well rounded Glad, Raider and Interdictor list with support from Howl plus 3 ties, two defender squads and a shuttle for relay. plan was to have my interdictor doing squadron commands through the shuttle and having the defenders bombing the ships or gunning through the fighter screen. However, what i didn't expect to happen was for my mate to bring a total of 7 ships (3 corellian corvettes, 3 Nebs and an assault frigate). i have to say that it was an uphill battle.... By the end i managed to take 2 corvettes and a Neb and got the Assault frigate down to 2 hull before the end of the 6th turn. my MVS was probably the raider follwoed closely by the Interdictor. The Raider took down a Neb all by herself and put the most hurt on the Frigate.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

Nice going, man!

He must not have brought a lot of upgrades to the table in order to do that.

I love the look of the Nebulons, but they are always too fragile, in my opinion. Their front arc is so tight that it's a chore to keep those flanks protected.

You definitely didn't have it easy because 2 of your ships are close-quarter bruisers, so props to you.

Did he bring any squadrons, and what was the objective?


Automatically Appended Next Post:
Correction... no upgrades at all! With Riekaan as an admiral, that leaves you with a few points for initiative, but that is all.

Wow. A Rhymerball would have run him over in short order.

This message was edited 1 time. Last update was at 2017/05/14 23:14:37


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

 
   
Made in au
Missionary On A Mission





Australia

Thanks,

No squads and the only upgrade he had was Mon Mothma on his Frigate.

i ended up getting the initiative with 397pts and went with Advanced Gunnery, figuring that i could get in close and do some hurt with the Interdictor. Not so...

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

No, an Interdictor is not such a ship. Most Wanted might have been a good red objective. Or not... with your choice of ships I don't think any of the reds would have been optimal.

Did you have a plan for your objectives when you built your fleet?

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

 
   
Made in au
Missionary On A Mission





Australia

Admittedly Objectives are last thing i worry about. i mostly make up my fleet based on what i like/want to test. evidently it's not the right attitude to have....

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

It's ok in the beginning. You won't learn if you don,t make mistakes. And defeat is a quick teacher. It's not like a real life is at stake here.

My regular opponent is frustrated because he can't just lay down movement templates and memorize all the available moves for ships. It's not as clear cut as X-Wing.

Eventually you'll develop your own playstyle and you can cater your fleet to that style and you'll get your groove on with favourite objectives. In time.

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

 
   
Made in au
Missionary On A Mission





Australia

Yeah, i ussaully just have a read of the cards and see which i would like to try.

Yeah i also think that the movement is what's buggering me up. the predetermined movements of xwing can make your opponents moves a lot my predictable. where as armada it's completely different. another thing that's also doing me head in is the whole shoot first then move. where i'm expecting that i'll have a shot but then realise "nope shoot first then move" and since the Imperails are a lot more slow at moving compared to the Rebels fast attack ships i find it more difficult to get solid front shots onto them.

if that all makes sense....

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

Yeah, in the right combination Rebels will have you chasing them all around the board.

I'd have to say, in the situation you ran into above, if your Gladiator or Interdictor had Tractor beams, it might have made chasing the rebels down a little easier. (Heh, it worked for the Avenger vs. the Tantive )

I don't know how you maneuvered, but I prefer to aim my big ships (Victory, Interdictor, Imperial) for the center of the board and then use my smaller ships as sheep dogs to try and force/draw the enemy into the big guns.

I haven't really figured out squadrons yet (they die like damn flies and I have problems keeping them up with enemy capital ships), so I just use them to keep enemy fighters away from my capital ships.

It never ends well 
   
Made in au
Missionary On A Mission





Australia

Yeah that's for sure.

my next purchase is going to be an ISD and i'm already eyeing off the tractor beam. however i did have the experimental grav thing on my Interdictor in some vain attempt to slow them down using it.

yeah i'm starting to see that that might be the way to play them.

i've actually had a bit of success with my squadrons as of late.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

Unless you are tooling your squadrons specifically to take down capital ships, you,re better off seeing them as speed bumps. Although you can make it damn hard to go through them, with a combination of Soontir and Escort-keyword squadrons. Mauler Mithel is also a fun, cheap auto-damage option too. It comes up cheaper as well to just use them that way, since you don't need to invest as much.

VSD and ISD need to traverse the board, starting as far away from enemy deployments. This will allow you to keep your prow towards the enemy for longer, and allow you to adjust course to do so. My regular opponent usually sets up pointing directly at me, and I am usually able to only let him use his big guns once. If that.

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

 
   
Made in au
Missionary On A Mission





Australia

So basically point the ships diagonally across the field then?

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

Yes! Or if you're not playing for objectives (and thus will play until one side is destroyed... that's right, death matches are still a thing) actually point away from the center of the board and then navigate in a curve that will allow you to trawl the middle of the board. Adjust smaller ships' movement according to your enemy's moves.

Because seriously, I have seen VSD and ISD sail off the table due to bad crit effects. Just because they were pointed at my table edge until it was just way too late. Or just be completely ineffectual because I wasn't herded in any way towards that big slice of pizza.

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

 
   
Made in au
Missionary On A Mission





Australia

yeah... i flew my VSD off the board in my first game. have learnt how crap they are at turning now.

So on another point. is the ISD actually worth it? i know you CAN get that awesome 12 dice attack happening but apart from that is it better to take a leaf out of the Rebel handbook and go with smaller more numerous ships compared to one BIG one with some light support?

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

It really depends on your play style. It also depends on the objectives.

Personally, I'm leaning more towards the larger fleet of smaller ships. I figure it is also insurance against bad moves. If I drop 6 ships on the board and you remove one because I played like a douche, then I still have enough ships to survive that blow.

Regarding the Imperial fleet specifically, I know the Arquitens plays straight into my favourite play style. It has a strong red broadside that you can strengthen with either TRC or Enhanced Armament. It's fast and relatively cheap, and you can lay two down for each ISD you would otherwise.

The ISD is worth it because it is the ISD. Its iconic value alone makes me want to have it.

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

 
   
Made in au
Missionary On A Mission





Australia

I can see the advantage of both styles. but yeah i'm also leaning towards more mobile ships compared to a few large slower ships. Though it is the ISD we're talking about....

i have given some thought to an ISD supported by some Arquitents list but not sure if it would be effective.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

Something simple, like this:

ISD II
Admiral Motti
Relentless title
Intel Officer
Leading Shot
XI-7 Turbolasers

(That's right, look at your defense tokens longingly)

2x Arquitens Light Cruisers
Enhanced Armaments

(Yup, 4 red dice. Nothing to see here, trooper)

Major Rhymer
Boba Fett
Dengar
Soontir Fell
2x TIE Advanced Squadrons

There is nothing fancy in that list. Everything is right there in front of you, and everything can hurt you like hell. And in the meantime, you got yourself a 14 Hull points ISD.

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

 
   
Made in au
Missionary On A Mission





Australia

That is nearly identical to what i had in mind, however i had an extra Light Cruiser and not as much of a fighter screen

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

ISD is scary as hell, but only a fool of an opponent moves into the forward arc to take the 12 dice attack. If they do, they don't make the mistake a second time. It's an area denial unit not a ship hunter.

Granted, my play has been limited, but unless I think the opponent is bringing a big ship as well, I steer towards no larger than a Victory (as an anchor) - with a couple gladiators as a picket line.

If you utilize one of the big ships, it's always best to keep a maneuver token on it so you can swing hard if the table edge is looming close. (I like Tarkin a lot personally. Soooo many tokens...)

It never ends well 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

Yes, Tarkin is still surprisingly useful.

And I think this is one of the major differences between the ISD and the broadside variants of the MC80. The latter wants to get to grips and be in the middle of the board as fast as it can so it can pepper enemies from both sides, especially if you have Ackbar as an admiral.

As a comparison, I've been trying to make a list with the Liberty Battle Cruiser as my anchor and, like the ISD, I just can't see myself manoeuvering it well enough to keep that nice fat forward arc pointed at enough enemies to make it a real carnage.

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

 
   
Made in au
Missionary On A Mission





Australia

I've been thinking about the ISD over the last few days and maybe it would benefit from trying to get to the centre and then drastically dropping its speed to keep it turning to keep tracking enemy ships. but again i would have to give ti a go.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Fixture of Dakka





Bathing in elitist French expats fumes

You don't turn as much as you think you do. You're almost better off to make a more direct pass but start to turn early, then loop around the battlefield.

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

 
   
 
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