Imperial Screed Build

By Aminar, in Star Wars: Armada Fleet Builds

Victory II 85

-Admiral Screed 26

-XX9 Turbolasers 5

-Dominator 12

128

Gladiator I 56

-Demolisher 10

-Assault Concussion Missiles 7

73

Ships total 201

4x Tie Fighter

2x Tie Advanced

1x Tie Bomber

Soontir Fel

Major Rhymer

With 7 tie up ships and the absolutely sickening Fel Advanced escort Combo you can easily tie up opposing fighters, allowing the two bombers to snipe at will.

Meanwhile the two big ships have obscene critical chances and can punch out a ton of damage. Use the Gladiator to run in and past, hopefull circling with that nasty broadside and managing a lot of mobile fire while the Victory comes in to finish things off.

Thoughts.

I dislike the lack of an initiative bid, but with so many fighters on the field making objectives unatrtactive shouldn't be too hard.

(Also, I only own 1 set of Imperial fighters or I might have another bomber insteadnof one of the Advanceds.

Edited by Aminar

I was building a very similar list, but I'd replace the turbolasers with overload pulse and maybe sacrifice a tie squadron. I'm just worried about cap heavy rebel lists. A swarm of corvettes may undo two capital ships. I also had expanded hanger bays and Admiral Chiraneau to ensure your bombers get used.

Edited by Zombicide

I had 2 Vic2s with OLPs and Screed. 4 TIE Interceptors, 3 TIE Bombers, Major Rhymer.

I have not had a chance to try it yet, hoping to try it very soon.

I was building a very similar list, but I'd replace the turbolasers with overload pulse and maybe sacrifice a tie squadron. I'm just worried about cap heavy rebel lists. A swarm of corvettes may undo two capital ships. I also had expanded hanger bays and Admiral Chiraneau to ensure your bombers get used.

And yeah. Corvettes could cause an issue. I'd have to fly more conservatively.

Overload pulse is nice. But I thinknit works better on lists with more ships. It's my biggest issue really. But using it seems counterintuitive.

Edited by Aminar

It's definitely not counterintuitive when you consider the order in which things activate. So, you have a squadron command, your bombers focus fire a ship. Your opponent spends whatever defense tokens to mitigate that. Then you follow up with your VSD with OLP, and those exhausted defense tokens are either permanently removed or now exhausted for the remainder of the round. It's a pretty significant one two punch.

It's definitely not counterintuitive when you consider the order in which things activate. So, you have a squadron command, your bombers focus fire a ship. Your opponent spends whatever defense tokens to mitigate that. Then you follow up with your VSD with OLP, and those exhausted defense tokens are either permanently removed or now exhausted for the remainder of the round. It's a pretty significant one two punch.

Overload pulse doesn't discard tokens, only exhausts unexhausted ones. And Bombers are unlikely to trigger tokens.

I just don't see the use compared to pounding out a ton of dice and hopefully landing two crits. I'm not expecting to get multiple arcs on many ships. I'd rather get the extra damage.

Overload pulse is better on Corvettes where not only are you softening them up for a pounding, but you're also going to have a lot of followup attacks.

Yeah I had to go back and re-read the thread. I may change my mind on OLP now.

Yeah I had to go back and re-read the thread. I may change my mind on OLP now.

If it could discard tokens. Well, it would be amazing.

It's still not useless. Your Gladiator could be the follow up attack, and with Demolisher and ACM it would likely do the job. Just not sure how I feel about it.

It's still not useless. Your Gladiator could be the follow up attack, and with Demolisher and ACM it would likely do the job. Just not sure how I feel about it.

But the Gladiator in this is just nasty.

Had one roll up 7 hits on 4 dice. With the missiles that's still 6 after a brace and it hinders redirects. Just so nasty.

Screed combos with black dice so well. If only Imperial ships could turn.

It's still not useless. Your Gladiator could be the follow up attack, and with Demolisher and ACM it would likely do the job. Just not sure how I feel about it.

It cuts some flexibility and I see the double crit as better for the build.

But the Gladiator in this is just nasty.

Had one roll up 7 hits on 4 dice. With the missiles that's still 6 after a brace and it hinders redirects. Just so nasty.

Screed combos with black dice so well. If only Imperial ships could turn.

Finally someone that understands the benefits of the middle like I do!

Thoughts on cutting a tie to add Engine techs to the Demolisher? I knkw I still have to make one attack first but I think it would help my cornering a lot.

Thoughts on cutting a tie to add Engine techs to the Demolisher? I knkw I still have to make one attack first but I think it would help my cornering a lot.

I'd do it. Engine techs are a must if you ask me.

I think This list is devoid of synergy.

You are spending 42 points to do the Tie Advanced/Fel Combo and honestly it's the only synergy in the entire build. You mention Bombers doing work, but you only have two.

I am not sure what your planning to do with your ships. You spent a bunch of points on Squadrons, but are giving them no ship support, like Expanded Hanger Bays or Flight Controllers.

The Demolisher needs Engine Techs and Expanded Launchers to be really be crucial, otherwise just run a second Victory.

Edited by Daner0023

I think This list is completely devoid of synergy.

You are spending 42 points to do the Tie Advanced/Fel Combo and honestly it's the only synergy in the entire build. You mention Bombers doing work, but you only have two.

I am not sure what your planning to do with your ships. You spent a bunch of points on Squadrons, but are giving them no ship support, like Expanded Hanger Bays or Flight Controllers.

The Demolisher needs Engine Techs and Expanded Launchers to be really be crucial, otherwise just run a second Victory.

I think This list is completely devoid of synergy.

You are spending 42 points to do the Tie Advanced/Fel Combo and honestly it's the only synergy in the entire build. You mention Bombers doing work, but you only have two.

I am not sure what your planning to do with your ships. You spent a bunch of points on Squadrons, but are giving them no ship support, like Expanded Hanger Bays or Flight Controllers.

The Demolisher needs Engine Techs and Expanded Launchers to be really be crucial, otherwise just run a second Victory.

Ran a mirror match today with two list very similar to this. My friend ran G2 /ET,sensor team(yes it's worth the 5 point for adding the 1 damage in 40% of the rolls vs brace)& Expanded launchers and I ran a G2/ET,sensor team & Assault missiles. Rate of exchange was 0-3. Despite his good maneuvering he wasnt able to connect with his front arc. With Assault missles all archs are game.

Thoughts on cutting a tie to add Engine techs to the Demolisher? I knkw I still have to make one attack first but I think it would help my cornering a lot.

I'd do it. Engine techs are a must if you ask me.

I think This list is devoid of synergy.

You are spending 42 points to do the Tie Advanced/Fel Combo and honestly it's the only synergy in the entire build. You mention Bombers doing work, but you only have two.

I am not sure what your planning to do with your ships. You spent a bunch of points on Squadrons, but are giving them no ship support, like Expanded Hanger Bays or Flight Controllers.

The Demolisher needs Engine Techs and Expanded Launchers to be really be crucial, otherwise just run a second Victory.

And Expanded launchers suck. Too many points for a single arc boost and only adding black dice(if they red we'd talk). I'd rather be using my side arcs anyway. There's a ton of synergy in Screed and Critical affects as well. Have you seen what he does with assault missiles. If you roll a single blank he's still adding a crit. The sacrificed dice is meaningless due to the black crits having a hit with them.

And with the number of dice the Victory can put out using him to land two crits is almost guaranteed past rebel shields as well.

Against lists that don't invest 100% in fighters you win the fighter game. Against lists that do you can still keep most of their fighters locked up all game. And for a two ship list this has a ton of firepower. A pair of attacks from either ship will devastate every ship in the game.

I did end up cutting a tie to add engine techs though, as the Gladiator wasn't turning as well as I wanted.

I think This list is devoid of synergy.

You are spending 42 points to do the Tie Advanced/Fel Combo and honestly it's the only synergy in the entire build. You mention Bombers doing work, but you only have two.

I am not sure what your planning to do with your ships. You spent a bunch of points on Squadrons, but are giving them no ship support, like Expanded Hanger Bays or Flight Controllers.

The Demolisher needs Engine Techs and Expanded Launchers to be really be crucial, otherwise just run a second Victory.

THe fighter on fighter game doesn't need Squadron commands. It just keeps them from being able to use their fighters. Once the fighters have finished things off and kept the pair of bombers clear I caan start using squadron commands, but Jendon bombers don't need squadron commands to connect either(although they are hard countered by Tycho.)

And Expanded launchers suck. Too many points for a single arc boost and only adding black dice(if they red we'd talk). I'd rather be using my side arcs anyway. There's a ton of synergy in Screed and Critical affects as well. Have you seen what he does with assault missiles. If you roll a single blank he's still adding a crit. The sacrificed dice is meaningless due to the black crits having a hit with them.

And with the number of dice the Victory can put out using him to land two crits is almost guaranteed past rebel shields as well.

Against lists that don't invest 100% in fighters you win the fighter game. Against lists that do you can still keep most of their fighters locked up all game. And for a two ship list this has a ton of firepower. A pair of attacks from either ship will devastate every ship in the game.

I did end up cutting a tie to add engine techs though, as the Gladiator wasn't turning as well as I wanted.

Do yourself a favor and roll 2 red dice and 4 black dice a few times, I think you'll change your mind. Also, take the measuring tool (at speed 4 with engineer tech) plus the the range ruler, and look at the potential threat distance of that attack.

Edited by NeverTellMeTheOdds

I think This list is devoid of synergy.

You are spending 42 points to do the Tie Advanced/Fel Combo and honestly it's the only synergy in the entire build. You mention Bombers doing work, but you only have two.

I am not sure what your planning to do with your ships. You spent a bunch of points on Squadrons, but are giving them no ship support, like Expanded Hanger Bays or Flight Controllers.

The Demolisher needs Engine Techs and Expanded Launchers to be really be crucial, otherwise just run a second Victory.

THe fighter on fighter game doesn't need Squadron commands. It just keeps them from being able to use their fighters. Once the fighters have finished things off and kept the pair of bombers clear I caan start using squadron commands, but Jendon bombers don't need squadron commands to connect either(although they are hard countered by Tycho.)

And Expanded launchers suck. Too many points for a single arc boost and only adding black dice(if they red we'd talk). I'd rather be using my side arcs anyway. There's a ton of synergy in Screed and Critical affects as well. Have you seen what he does with assault missiles. If you roll a single blank he's still adding a crit. The sacrificed dice is meaningless due to the black crits having a hit with them.

And with the number of dice the Victory can put out using him to land two crits is almost guaranteed past rebel shields as well.

Against lists that don't invest 100% in fighters you win the fighter game. Against lists that do you can still keep most of their fighters locked up all game. And for a two ship list this has a ton of firepower. A pair of attacks from either ship will devastate every ship in the game.

I did end up cutting a tie to add engine techs though, as the Gladiator wasn't turning as well as I wanted.

Expanded launchers are the best piece of heat you could ever put on that ship...

The estimated damage increase of adding two black dice is not two(If I calculated it right it's about 1.75 which is good, but not 2). The estimated damage addition of missiles with a guaranteed crit is 2. It give superior adaptability because any arc I use gains the effect. And it significantly hampers the greatest defensive strengths of Victory Class Star Destroyers and Assault Frigates as the damage isn't removed by shields, or brace, and limits redirects significantly while evades are generally meaningless at close range. All for 5 less points.

More benefit, more flexibility, less cost.

I'm sorry. Expanded Launchers have no place in a build with Screed.

Edited by Aminar

I think This list is devoid of synergy.

You are spending 42 points to do the Tie Advanced/Fel Combo and honestly it's the only synergy in the entire build. You mention Bombers doing work, but you only have two.

I am not sure what your planning to do with your ships. You spent a bunch of points on Squadrons, but are giving them no ship support, like Expanded Hanger Bays or Flight Controllers.

The Demolisher needs Engine Techs and Expanded Launchers to be really be crucial, otherwise just run a second Victory.

THe fighter on fighter game doesn't need Squadron commands. It just keeps them from being able to use their fighters. Once the fighters have finished things off and kept the pair of bombers clear I caan start using squadron commands, but Jendon bombers don't need squadron commands to connect either(although they are hard countered by Tycho.)

And Expanded launchers suck. Too many points for a single arc boost and only adding black dice(if they red we'd talk). I'd rather be using my side arcs anyway. There's a ton of synergy in Screed and Critical affects as well. Have you seen what he does with assault missiles. If you roll a single blank he's still adding a crit. The sacrificed dice is meaningless due to the black crits having a hit with them.

And with the number of dice the Victory can put out using him to land two crits is almost guaranteed past rebel shields as well.

Against lists that don't invest 100% in fighters you win the fighter game. Against lists that do you can still keep most of their fighters locked up all game. And for a two ship list this has a ton of firepower. A pair of attacks from either ship will devastate every ship in the game.

I did end up cutting a tie to add engine techs though, as the Gladiator wasn't turning as well as I wanted.

Expanded launchers are the best piece of heat you could ever put on that ship...
Not with guaranteed crits.

The estimated damage increase of adding two black dice is not two(If I calculated it right it's about 1.75 which is good, but not 2). The estimated damage addition of missiles with a guaranteed crit is 2. It give superior adaptability because any arc I use gains the effect. And it significantly hampers the greatest defensive strengths of Victory Class Star Destroyers and Assault Frigates as the damage isn't removed by shields, or brace, and limits redirects significantly while evades are generally meaningless at close range. All for 5 less points.

More benefit, more flexibility, less cost.

I'm sorry. Expanded Launchers have no place in a build with Screed.

I think This list is devoid of synergy.

You are spending 42 points to do the Tie Advanced/Fel Combo and honestly it's the only synergy in the entire build. You mention Bombers doing work, but you only have two.

I am not sure what your planning to do with your ships. You spent a bunch of points on Squadrons, but are giving them no ship support, like Expanded Hanger Bays or Flight Controllers.

The Demolisher needs Engine Techs and Expanded Launchers to be really be crucial, otherwise just run a second Victory.

THe fighter on fighter game doesn't need Squadron commands. It just keeps them from being able to use their fighters. Once the fighters have finished things off and kept the pair of bombers clear I caan start using squadron commands, but Jendon bombers don't need squadron commands to connect either(although they are hard countered by Tycho.)

And Expanded launchers suck. Too many points for a single arc boost and only adding black dice(if they red we'd talk). I'd rather be using my side arcs anyway. There's a ton of synergy in Screed and Critical affects as well. Have you seen what he does with assault missiles. If you roll a single blank he's still adding a crit. The sacrificed dice is meaningless due to the black crits having a hit with them.

And with the number of dice the Victory can put out using him to land two crits is almost guaranteed past rebel shields as well.

Against lists that don't invest 100% in fighters you win the fighter game. Against lists that do you can still keep most of their fighters locked up all game. And for a two ship list this has a ton of firepower. A pair of attacks from either ship will devastate every ship in the game.

I did end up cutting a tie to add engine techs though, as the Gladiator wasn't turning as well as I wanted.

Expanded launchers are the best piece of heat you could ever put on that ship...
Not with guaranteed crits.

The estimated damage increase of adding two black dice is not two(If I calculated it right it's about 1.75 which is good, but not 2). The estimated damage addition of missiles with a guaranteed crit is 2. It give superior adaptability because any arc I use gains the effect. And it significantly hampers the greatest defensive strengths of Victory Class Star Destroyers and Assault Frigates as the damage isn't removed by shields, or brace, and limits redirects significantly while evades are generally meaningless at close range. All for 5 less points.

More benefit, more flexibility, less cost.

I'm sorry. Expanded Launchers have no place in a build with Screed.

I'm not sure what you're trying to say. Are you saying you don't think shields absorbs missile splash damage?

If I'm firing at the side arc of a star destroyer I'm cutting his front shields down to 2 and his rear shields to zero meaning he can only send away 2 damage to another arc. And if I get another attack after that he has no shields to redirect to so the splash becomes straight damage.

Against any ship with redirect they're amazing at making it a less safe option.

The only ship without redirect, the Nebulon B, is even more vulnerable to the splash due to it's 1 shield side arcs.

So while I won't punch through a ships shields on the arc I'm firing at as fast, I'm negating pretty much every available defensive command to some extent or another for an effect that allows me to fire at multiple arcs.

Let's look at another scenario.

I roll an average roll with my side arc.

1 blank. 2 hits. 1 hit-crit.

I screed the blank to make a hit into a hitcrit for 5 damage on the front arc of a Star Destroyer.

He braces it down to 3. I also deal 1 damage to each side arc for a total of 5 hits.

Same thing with 2 red dice and 4 black dice.

You have 4 damage plus 1.5ish on average from the red dice. knock it to 1 and 5 thanks to Screed. He braces that six to three and takes no additional damage on his sides.

Plus two dice. Less damage and he can redirect it all to any arc he wants.

Yes. In 6% of cases that plus two dice will be 4 additional damage. But All things considered the additional 2 dice are not a huge benefit for a Screed Build compared to the splash damage.

And the modeling here works just as well on any other ships that has brace and redirects. Better against ones without brace as CR-90 will get straight murderedbif it's taking fire from a gladiator.

If the splash damage isn't a virtual guarantee the launchers are better. But that's why I'm using the launchers with Screed.

I don't like the front arc of the Gladiator. It's useful to have a long range shot. But once I'm using the Black dice I'd rather just have Black dice. And I'd rather have the flexibility to use all my arcs for bonus damage.

Especially with the initial attack followed by a second attack that is likely on a different arc from a different arc.

If I have expanded launchers I'm pounding down two shield arcs.

If I'm running splash missiles I've softened up the arc for my second attack letting me compound the damage better.

Edited by Aminar