Each fleet must also abide by the following additional restrictions: Take your favorite fandoms with you and never miss a beat. A place to discuss all things related to the Star Wars: Armada Miniatures Game. My group tends to play at around the 500pt mark, I regularly take the assault prototype with admiral Piett and both Vanto and Wulff Yularen for double token regen, I can set engineering every turn, and euse Piett to bring a con-fire dial in if needed by spending the token, which is regenerated by Wulff so ravager has both a dial and token for double con-fire effects, and I can create an extra token from vanto to spend later in the turn (engineering if I'm healing for dial/token together, nav to change speed) or I can spend the nav token with Piett to turn at will.
I played a game last week against an mc-80, mc-75, mc-30 and a hammerhead, that build with Krennic popped the mc-30 as it came out of hyperspace at medium range in one shot from the rear auxiliary arc. I do. – Advanced Projectors ( 6 points) I’ve also got a made swarm of squadrons to fly between me and the enemy. If you don't wasn't a huge bid, which I do so I can go second, you can run with gozanti with either comms net or another repair crews. It’s a horde of z-95s with Blount and should be able to tie up enemy squadrons, or pound an ISD with red dice. The Onager, fleet commander, and command SSD are like 337 minimum.
For example I've never seen one without Damage Control Officer, and tbh that's the one upgrade I think every SSD needs to have - otherwise APTs will ruin your day every time. 73 total ship cost. Demolisher is good because it's maneuverable enough to not get caught behind the SSD or even jump through it if you time it right and it punches well above its weight/point cost, and the gozantis often both get repair crws to help the SSD tank and to chew activations up early on.
168 total ship cost, Imperial II-Class Star Destroyer (120 points) Also, not a lot of people have 6 ISDs to take. – 7th Fleet Star Destroyer ( 5 points) 96 total ship cost, 1 Shara Bey ( 17 points) Side-slipping is not gonna happen with this thing. help Reddit App Reddit coins Reddit premium Reddit gifts. Whats more in the spirit of a monster truck mash then 6 Imperial Star Destroyers?
2. 10 VSDs might be too many.
Players must have at least one non-flotilla ship in each fleet and can have a maximum of two flotilla ships, but can otherwise spend any amount of fleet points on squadrons.
Once you decide to make a turn, you are committed to turning. – Darth Vader ( 36 points) Through in a few good aces and this wing should be able to do something. Each player must have exactly one flagship in their fleet, and chooses an Assault, Defense, and Navigation objective for their fleet as normal. Sure, the extra dice and upgrade slots are nice, but it's the most expensive legal ship in the game and loses its Fleet Command upgrades, severely limiting your movement options. This in combination with 2 Comms Net Gozantis (one for Navigate tokens, one for Concentrate Fire tokens), gives you the opportunity to -starting turn 2- make 90 degree turns maximum with a beast that holds no yaw. 78 total ship cost, Victory I-Class Star Destroyer (73 points) ... Star Wars: Armada ; Star Wars: Armada Fleet Builds ; MC75 is the Rebel Star Destroyer https://starwars-armada.fandom.com/wiki/Fleet_Building?oldid=20102. Let'say you want to make 400 point, tournament legal builds. I personally don’t have one but you should watch crabboks builds and battle reports to give you an idea on builds. Star Wars Armada: Ideas for a Large Fleet. Members. Star Wars: Armada Wiki is a FANDOM Games Community. A ship cannot equip more than one copy of the same upgrade card. Whether thats just 2 generic A wings or an actual squad force is up to you but it needs something to back up the ships AA fire. Players may equip up to one commander upgrade card to their flagship but are not required to choose a commander card for their fleet. 124 total ship cost, [ flagship ] Imperial II-Class Star Destroyer (120 points) 12 Z-95 Headhunter Squadrons ( 84 points)
This should allow me to do well at any range. My biggest worry is really getting in my own way. – Defiance ( 5 points) I’ve taken a mix of long range ISDIIs and close range ISDI and Kauts. [ flagship ] MC80 Assault Cruiser (114 points) It’s about raw brute force and the sheer hope that the enemy won’t have the fire power to deal with me.
– Advanced Projectors ( 6 points) Let us know what kind of list you would run at an 800 pt event, down in the comments! They must follow the fleet-building rules found above (and on page 6 of the Armada Rules Reference) with the following exceptions: To create a fleet for a Rebellion in the Rim campaign players follow the rules for Task Forces with the following exceptions: If players cannot agree on fleet-building choices, the Grand Admiral decides. This weekend they are running what is being called a “monster truck mania” event. 10.4k. By running the 7th Fleet title on all my ships I also make sure I can get the most out of it. This is not a finesse fleet. (I am a big fan of slow, tanky and just powerful ships) But as to fly it, there are a few tricks. Online. Each fleet gets 1 additional Lambda shuttle with an identifying token (has the retrieval team on board) that is deployed as if by Rapid Launch Bays from any ship in the fleet, chosen during deployment ... Star Wars: Armada ; Scenario Ideas The fleet point cost of each ship, squadron, and upgrade is printed in the lower-right corner of the card.
The only tricky thing to watch when playing this 500pt build (Piett/Wulff/Vanto) for token generation and command resolution is to be sure you have the proper order of operation for command resolution (Eng/Squad/Confire/Nav) (since Vanto is after resolving the first command of your activition). Star Wars Armada: Ideas for a Large Fleet.
Doesn't leave a lot of upgrade potential between both ships. While I don’t have any squadrons the hope is that I just have enough hull to deal with it. =155 total ship cost, MC80 Star Cruiser (96 points) When playing a Sector Fleet game at a point value followed by the Extended Setup note, use the additional Extended Setup Area rule.
Gunnery teams means I’ll get the most shots off. Design your fleet with Armada Warlords and join the contest!
But its up in the air. This weekend they are running what is being called a “monster truck mania” event.
Alternatively, someone like Piett is an interesting choice, Thrawn as well. This weekend my local game store is running an 800 point tournament, here are some fleets I’m thinking about taking. Players can equip only one upgrade card to each small, medium, or large ship.
This one is more than just brute force. If you can, you can't really add much else. Once you've got your SSD built fill in the rest with whatever you're comfortable with, I tend to take demolisher or 2 gozantis, though I've been tinkering with the idea of taking romodi and an Onager to fire through it. This weekend my local game store is running an 800 point tournament, here are some fleets I’m thinking about taking.
Keep in mind the 'manouver tool may not overlap ship-template' rule. Defense Objective: Fighter Ambush Players may build fleets of any fleet point total as long as they both agree on the total. – Adar Tallon ( 10 points) Each player builds a fleet by choosing ships, squadrons, and upgrade cards whose total fleet point cost does not exceed the total agreed upon by the players.
I like playing the SSD how it's truly intended to be played at 800 to 1000 games. Players must still choose three objective cards, one from each category. With so many large ships in play it should be hard for the enemy to slip through your blockade. The Sector Fleet rules allow players to play Armada using standard objectives while controlling a much larger fleet than usual. While they can’t throw out the sheer number of dice as 6 ISDs, they can still concentrate a lot of firepower in one spot. I’ve never faced one before so literally no idea what to fly with and attached to it so all help is welcome. – Gunnery Team ( 7 points) A fleet cannot spend more than one third of the fleet point total, rounded up, on, In tournaments players can only field up to two, Equipped upgrade cards are placed next to the. ISD should work too, but I've never seen it myself.
– Engine Techs ( 8 points) OK, here is a “real” fleet. Instead of six ISDs it takes ten VSDIs. – Gunnery Team ( 7 points) Gunnery Team too, unless you're looking to bait your opponent into taking Advanced Gunnery as the objective.
Lastly I’ve got a stripped down Star Cruiser to act as my suicide ship, she can flank, or just jump into the middle of the enemy formation to mess things up. Navigation Objective: Solar Corona. FFG is holding a contest about fleet design, Wave III and Wave IV. 197 total ship cost, MC80 Assault Cruiser (114 points) I almost always take XI-7 and XX-9 turbolasers to stop shots being redirected by a target, and XX-9's mean that once the XI-7 has punched the damage through shields I can inflict double crits that can't be blocked by contain. Damage control officer can be invaluable too since the right combination of crits can leave it near useless with half health, especially if you cop the halved engineering one early and can't repair the rest, so being able to contain all crits is super useful. 3 MC80 Assault Cruisers form a moving wall of fire, with Ackbar adding to their firepower. – Raymus Antilles ( 7 points) – Leading Shots ( 4 points) – 7th Fleet Star Destroyer ( 5 points) Navigation Objective: Solar Corona. = 192 total squadron cost, Assault Objective: Advanced Gunnery Abe Apfel October 5. To that end I’ve taken Konstantie to lead the fleet.
A player controlling two fleets is treated as two different players and must track the status of each fleet separately.
All in all its hoping to be a unique and fun event. I should be able to ignore 6 points of damage a turn, which is no small feat. They’ve also made a few changes to some of the missions, a couple give more points, and of course longer and few rounds will be played. This is neat, but not viable at the standard 400 point game level. All attempts I've seen at SSD + squadrons have fallen flat (don't let that stop you if that's a thing you want to try though, always fly what you like, just letting you know what I've seen). Kallus is a miracle on this beast, as is Emperor Palpitine officer. Let me know what you think I should run if I’m able to go. 132 total ship cost, Imperial I-Class Star Destroyer (110 points) Fleet Builder & Card Database for Star Wars: Armada. Looking at the upgrades is now easier than ever! A fleet must be either Rebel-aligned or Imperial-aligned. 2 (3) activations, 2 ships, and not much else for support. I think this list takes skill to play, but might have a bit of punch. 2. But to learn the basics of the SSD, begin with what I've stated above. If I had 3 MC75s I might take them instead of the 80s (to get gunnery teams) but alas I only have one. Players must follow the fleet-building rules found above (and on page 6 of the Armada Rules Reference), with the following exceptions: *= This restriction should only count against unique cards that are limited to one of the two factions. Lastly Vader gives me re-rolls to make my stuff more accurate.
– Advanced Projectors ( 6 points) 1 Lietenant Blount ( 14 points) Only Large and Medium ships allowed. So I’ve just got my SSD from local game shop highly discounted too (yay) but I was wondering what lists people have that fly them at 400 or 600 point games?