300pt VSD-2 and GSD-1 Screed and Bombers list

By wraithstalker, in Star Wars: Armada Fleet Builds

Ok here is my list that I am working on. I think that 10pts is probably too little for an initiative bid, but its just about all I can afford.

I'm relying on having large numbers of fighters win the fighter battle and my plan is to use the TIEs to tie up fighter screens, while Chiraneau and Rhymer should be able to get the bombers into a good posistion.

Have I made any stupid mistakes? I'm not sure about Overload Pulse but with Screed it seems like it could occasionally have a hilarious one two punch if I can get the VSD to OP a target then hit it with the GSD.

[ EMPIRE FLEET (290 points)
1 • Victory II-class Star Destroyer - Admiral Screed - Admiral Chiraneau - Overload Pulse (129)
2 • Gladiator I-class Star Destroyer - Wulff Yularen - Engine Techs - Assault Concussion Missiles - Demolisher (88)
3 • TIE Advanced Squadron (12)
4 • TIE Advanced Squadron (12)
5 • Major Rhymer TIE Bomber Squadron (16)
6 • TIE Bomber Squadron (9)
7 • TIE Fighter Squadron (8)
8 • TIE Fighter Squadron (8)
9 • TIE Fighter Squadron (8)

10 • Objectives - Precision Strike - Contested Outpost - Superior Positions (0)

(Made with Fab's Fleet generator)

I'd ditch Wulf for a sensor team and upgrade to a Glad 2. The Sensor team comes in handy for the second turn concentrate fire with 4 black and one red dice. With Screed I'd take a V1 with armament, especially with all the ramming in the metas.

Won't ditching Wulf that mean I have to take Navigate orders on the Gladiator to use the Engine Techs?

Won't ditching Wulf that mean I have to take Navigate orders on the Gladiator to use the Engine Techs?

Indeed.

Won't ditching Wulf that mean I have to take Navigate orders on the Gladiator to use the Engine Techs?

But at least you won't have to watch them brace high damage rolls on the black dice :)

I flew a similar list the other day, but used intel agent in the officer slot instead of Wulff. Don't need to spend a die through sensor team and I still get a pseudo accuracy, and if they use the token, its gone for good. Over the course of the game it forced the the discard of 2 tokens.

My squadrons were very different, but the capital ships were almost the same. I found myself wanting to activate the demolisher first to guarantee the black dice with it. I ended up using the vic for area control rather than raw damage, so have no plans to swap to a vic 1. Next time i'm planning to swap out the overload for xx-9 instead. The blue dice makes it easier to get that double faceup to trigger.

We played contested outpost, and it was tough. I got lucky on that one. My opponent had 6 command total. I think 5 is on the low end of fleets right now. T1 no one was in range. T2-3 my vic forced a draw vs the opposing Assault Frigate while the gladiator trashed the nebB. T4 the Cr90 swooped in behind the vic to break the tie, netting the only victory token from the outpost. T5 the gladiator blew up the Assault Frigate and the CR90 for the win. I found it to be pretty tough due to the low command of the fleet. I used the gladiator to skirt the flank as a screen because if it was right in the center it would be targeted first since its the easiest kill.

I'd opt for Screed as the commander. Assault Concussion Missiles on the gladiator means that you only worry about braces. Redirects have limited use from the splash damage, and your so close that evades are usually useless. You've just got the occasional brace to worry about, and for me, intel agent is my answer.

Its a solid list, but I think the defense oriented objectives will be the hardest to deal with.

----------

After my game I swapped out some stuff to add a pair of bombers and dominator. The flanks of my Vic had issues, I think you'll be okay though with that squadron spread, just keep it in mind as you move squadrons around.

More and more often I find my Demolisher bringing in the ships to my Star destroyer lol.