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.
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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.
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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.