300 point Imperial D.I.D

By Takeda, in Star Wars: Armada Fleet Builds

So here it is....

The assault missiles will be feed off Screed and the sensor teams are nice for killing braces. With the AC missiles and screed the Gladiators round out to about 7 DMG per shot if the range is friendly.

1. Victory 1, Dominator/Admiral Screed/ enhanced armament

2. Gladiator 2, AC missiles/sensor team/ insidious

3. Gladiator 1, AC missiles/ sensor team/ Denolisher

3x ties

3 ties?

that's going to be smashed by bombers pretty severely

I think you can afford to give up sensor teams (more dice costs + skreed's dice cost doesn't seem terrible efficient) and the AC missiles (highly situational) for more ties, though you are probably going to want room for Engine Techs on the demolisher because they're insane together

How are the missiles situational? The are guaranteed to hit every time with Screed. While they don't punch through the hull you attack I'm more concerned with over all damage output and wearing the enemy down. Screed dice not being efficient..? Two blank dice turning into one black crit&hit or turning a hit in for a hit&crit.... That pretty dang powerfull

How are the missiles situational? The are guaranteed to hit every time with Screed. While they don't punch through the hull you attack I'm more concerned with over all damage output and wearing the enemy down. Screed dice not being efficient..? Two blank dice turning into one black crit&hit or turning a hit in for a hit&crit.... That pretty dang powerfull

black dice --> short range --> situational unless you enable it (engine techs demolisher), plus the +1 damage to the side shields doesn't actually help you kill anything short of a VSD much faster. Against everything else, you'd probably be better off applying the crit to the hull. I think expanded launchers would be more efficient on the titled gladiators, but you really need fighters more than extra ship damage at this stage of the list.

skreed is fine just by himself (you don't need AM crits to make crit results amazing), skreed + sensors is overkill

remember, you have to discard dice for their abilities. Discaring a blank for skreed's hit + crit (or a hit to turn another hit into a hit + crit) is great, but you do that + sensor team, then you're tossing two dice out the airlock

Mainly, though, you just need more squadrons and can afford to cut those upgrades to make room for them

Edited by ficklegreendice

I play tested it last night and the gladiator 2 with broadside rarely rolls less than two crits. Which gives one for the hull and one to fuel the missiles. Sensor team doesn't always have to be used as with concentrate fire I can add one more red dice to the broadside. However if I roll a red hit followed by two black hit/crits and a blank black... That blank is easy fuel for a red accuracy. I haven't tried it against a heavy squadron list yet. I have bumped up the the Gladiator 1 to a Glad 2, should help a little with squadrons. I may end up going 1 victory and just the Demolisher. Only two ships seems lite for 300 even if you have a bunch of squadrons.

You can roll as many crits as you want, you still get only one crit effect per attack.

A crit is just a hit to me but I'll take a guaranted 2 damage on adjacent hulls before a fluff gamble from the crit deck. Crits never won games in xwing and they don't play any different here.

If you roll a crit on every die of an attack, you still can only trigger a single crit effect. So if you use the ACM crit effect to do damage to adjacent hull zones, you can no longer flip a damage card if damage does get through shields.

Flipping damage cards is just fluff. There is no guarantee of a good effect. That's why mathematically the concussion missiles win the min/max every time.

Think of it this way. You blasted through the hull and landed a hit. Crit could be the 2 damage one... or you can get a guarenteed 1 hull damage, and 2 adjacent shield (or hull!) damage with the missiles.

With no shields, every time you crit, you're guarenteeing that 'crit' to be worth 3 damage instead!

I bank on ship synergy not lone wolf tactics with one ship to blow through another in a single turn. With proper tactics and synergy that ship isn't even likely to have side shields.

And that's a big IF on landing the crit 2 damage card.

A crit is just a hit to me but I'll take a guaranted 2 damage on adjacent hulls before a fluff gamble from the crit deck. Crits never won games in xwing and they don't play any different here.

crits are INSANE here

Think of it this way. You blasted through the hull and landed a hit. Crit could be the 2 damage one... or you can get a guarenteed 1 hull damage, and 2 adjacent shield (or hull!) damage with the missiles.

With no shields, every time you crit, you're guarenteeing that 'crit' to be worth 3 damage instead!

damage to shields is great against ships that rely on redirects to live, but that 3 damage isn't going to acomplish jack if you can just punch through the side and through the hull

more importantly, though, those missiles are worth at least a squadron apiece

A crit is just a hit to me but I'll take a guaranted 2 damage on adjacent hulls before a fluff gamble from the crit deck. Crits never won games in xwing and they don't play any different here.

crits are INSANE here

Think of it this way. You blasted through the hull and landed a hit. Crit could be the 2 damage one... or you can get a guarenteed 1 hull damage, and 2 adjacent shield (or hull!) damage with the missiles.

With no shields, every time you crit, you're guarenteeing that 'crit' to be worth 3 damage instead!

damage to shields is great against ships that rely on redirects to live, but that 3 damage isn't going to acomplish jack if you can just punch through the side and through the hull

more importantly, though, those missiles are worth at least a squadron apiece

I'm going to take a wild guess that your really big into Squadrons :)

A crit is just a hit to me but I'll take a guaranted 2 damage on adjacent hulls before a fluff gamble from the crit deck. Crits never won games in xwing and they don't play any different here.

crits are INSANE here

Think of it this way. You blasted through the hull and landed a hit. Crit could be the 2 damage one... or you can get a guarenteed 1 hull damage, and 2 adjacent shield (or hull!) damage with the missiles.

With no shields, every time you crit, you're guarenteeing that 'crit' to be worth 3 damage instead!

damage to shields is great against ships that rely on redirects to live, but that 3 damage isn't going to acomplish jack if you can just punch through the side and through the hull

more importantly, though, those missiles are worth at least a squadron apiece

I'm going to take a wild guess that your really big into Squadrons :)

There's a huge difference between "really big into squadrons" and

"eh, **** it, you'll be fine. Three tie squadrons will hold their own and keep your capital ships covered. After all, they're the most powerful, durable, elite fighters in the game."

Edited by ficklegreendice

Those missiles are frankly incredibly effective with Screed. It allows you to maintain fire on the circle, mess with redirects, and depending on what you're facing, thise can be hull damage.

Two rounds of crit fire on the fron of a nebulon B will average(even with a brace on each) 8 damage.

4 to the front and 2 to each side for 3 damage cards and three zones with nos shields. And that isn't counting the fact cancelling a blank to get Screed crits actually evens out. You can attack the front arc of a Nebulon B twice and kill it without any imaginative leaps or insane probabilities.

Yes black dice are hard to work with.

But those missiles. They're great.

No matter what he does a 3 ship Imperial build is going to be low on fighters.

Those missiles are frankly incredibly effective with Screed. It allows you to maintain fire on the circle, mess with redirects, and depending on what you're facing, thise can be hull damage.

Two rounds of crit fire on the fron of a nebulon B will average(even with a brace on each) 8 damage.

4 to the front and 2 to each side for 3 damage cards and three zones with nos shields. And that isn't counting the fact cancelling a blank to get Screed crits actually evens out. You can attack the front arc of a Nebulon B twice and kill it without any imaginative leaps or insane probabilities.

Yes black dice are hard to work with.

But those missiles. They're great.

No matter what he does a 3 ship Imperial build is going to be low on fighters.

All for 7 little points :)

Objectives? Not actually a list without.

Never mind.

Edited by Daner0023

you'll have to forgive me guys, I had a massive brain-fart regarding how the missiles operated until I was cordially reminded how they worked yesterday when they blew a fattie into bits and pieces :P

of course, the only reason that gladiator had a shot in the first place (engine techs) is sorely missing from this list. Sensor teams can still be chucked out the airlock and I don't think it's a bad idea at all to cannibalize some of skreed's Victory to get those essential upgrades on the gladiators.

You're more than likely going to get hard countered by any list with even a decent squadron escort, but at least the gladiators will be terrifying

you'll have to forgive me guys, I had a massive brain-fart regarding how the missiles operated until I was cordially reminded how they worked yesterday when they blew a fattie into bits and pieces :P

of course, the only reason that gladiator had a shot in the first place (engine techs) is sorely missing from this list. Sensor teams can still be chucked out the airlock and I don't think it's a bad idea at all to cannibalize some of skreed's Victory to get those essential upgrades on the gladiators.

You're more than likely going to get hard countered by any list with even a decent squadron escort, but at least the gladiators will be terrifying

So let's say it's turn two and your rolling your first attack with the Demolisher and your rocking the sensor team team for a range one shot( didn't concentrate fire just for this example).. Your two black dice are both crit/ hits.. Your reds are a blank and a hit. You have 5 damage sitting on the table that he could brace for 2 or you could sensor team and force him to take three. For 5 points that a steal not to mention if you add the concentrate fire dice plus add the second round attack. I'll pay 5 points for 1 Extra damage( minimum)per attack every time.

you'll have to forgive me guys, I had a massive brain-fart regarding how the missiles operated until I was cordially reminded how they worked yesterday when they blew a fattie into bits and pieces :P

of course, the only reason that gladiator had a shot in the first place (engine techs) is sorely missing from this list. Sensor teams can still be chucked out the airlock and I don't think it's a bad idea at all to cannibalize some of skreed's Victory to get those essential upgrades on the gladiators.

You're more than likely going to get hard countered by any list with even a decent squadron escort, but at least the gladiators will be terrifying

So let's say it's turn two and your rolling your first attack with the Demolisher and your rocking the sensor team team for a range one shot( didn't concentrate fire just for this example).. Your two black dice are both crit/ hits.. Your reds are a blank and a hit. You have 5 damage sitting on the table that he could brace for 2 or you could sensor team and force him to take three. For 5 points that a steal not to mention if you add the concentrate fire dice plus add the second round attack. I'll pay 5 points for 1 Extra damage( minimum)per attack every time.

well sure, in an ideal case anything's amazing for its cost. or, more simply, you're not getting that shot without engine techs :P

the demo might, but insidious is going to be a complete shot in the dark

Edited by ficklegreendice

you'll have to forgive me guys, I had a massive brain-fart regarding how the missiles operated until I was cordially reminded how they worked yesterday when they blew a fattie into bits and pieces :P

of course, the only reason that gladiator had a shot in the first place (engine techs) is sorely missing from this list. Sensor teams can still be chucked out the airlock and I don't think it's a bad idea at all to cannibalize some of skreed's Victory to get those essential upgrades on the gladiators.

You're more than likely going to get hard countered by any list with even a decent squadron escort, but at least the gladiators will be terrifying

So let's say it's turn two and your rolling your first attack with the Demolisher and your rocking the sensor team team for a range one shot( didn't concentrate fire just for this example).. Your two black dice are both crit/ hits.. Your reds are a blank and a hit. You have 5 damage sitting on the table that he could brace for 2 or you could sensor team and force him to take three. For 5 points that a steal not to mention if you add the concentrate fire dice plus add the second round attack. I'll pay 5 points for 1 Extra damage( minimum)per attack every time.

well sure, in an ideal case anything's amazing for its cost. or, more simply, you're not getting that shot without engine techs :P

the demo might, but insidious is going to be a complete shot in the dark

I run engine techs on the Demolisher now. Between Screech and sensor tech you manipulating Each dice roll in some way to benefit you.