Screed Fleet Build 300pts

By Mundo, in Star Wars: Armada Fleet Builds

Hi all,

I have an idea for getting the most out of the good Admiral Screed by using an all ship fleet that can really exploit the critical hits. Grateful for your views on changes and/or tactics, and what I will need to watch out for due to the lack of squadrons. Here goes:

Victory II

Screed, Overload Pulse, Enhanced Armament, Defence Liaison

Victory I

Enhanced Armament, Defence Liaison

Gladiator I

Demolisher, ACM, Engine Techs

I am thinking fly the fleet in a pyramid formation, with Screed in the front. He can then unload the overload pulse on a target before the Demolisher flies in for a devastating punch. If the opponent gets to avoid the Demolisher, they fly into the front arc of my other Victory. What do you think?

Cheers,

Mundo

Don't take this as gospel or anything but with Screed I would change that Vic II and overload pulse to a VIC I and use those point somewhere else.

Screed is awesome with Black dice. Also with two VICs and proper asteroid placement you should be able to dictate where the engagements take place.

Although you could guarantee the overload pulse hits with screed so it might be worth it. I guess I'm not very helpful :)

Without a good anti-squadron, the Rebel fleet will swarm you with X, Y and BWings and they will just surf along your destroyer and be a constant annoyance.

You might want to change the Demolisher to a Gladiator-II. I know it might sound like heresy, but doubling up the anti-squadron value + Demolisher title allowing you to pump 4 dices against the same squadron(s) if you position to get the same targets into the firing arc of a different zone after moving.

It happened to me as Rebels, and I went from a considerable lead (60 points) to a loss by 9 points and it was very, very painful.

I'm actually using this list with Screed and work great:

[ EMPIRE FLEET (300 points)

1 • Victory II-class Star Destroyer - Admiral Screed - Gunnery Team - Overload Pulse (126)

2 • Gladiator II-class Star Destroyer - Wulff Yularen - Engine Techs - Assault Concussion Missiles - Demolisher (94)

3 • Howlrunner'' TIE Fighter Squadron (16)

4 • Soontir Fel TIE Interceptor Squadron (18)

5 • TIE Interceptor Squadron (11)

6 • TIE Interceptor Squadron (11)

7 • TIE Advanced Squadron (12)

8 • TIE Advanced Squadron (12)

http://armada.fabpsb.net/permalink.php?sq=e2c6w1i1e6o1s3n1f12e3e13e7e7e12e12 ]

e2c6w1i1e6o1s3n1f12e3e13e7e7e12e12

Thanks guys, some really helpful feedback. I had a game on the weekend using my list, and even though the Reb player didn't have many squadrons they were quite a pain. If he had been more squadron heavy e.g. B-wings and A-wings I would have been in lots of trouble. Never even got to fire the overload pulse either. Taking this advice, here is a revised list which comes out at bang on 300pts. (I still want to field 3 ships)

Gladiator II

Demolisher

Victory I

Admiral Screed, Enhanced Armament

Victory I

Enhanced Armament

TIE Advanced

3 x TIE Fighter

The squadrons should keep the boomers off my back long enough to let the Demolisher pepper them with shots. Plus anything getting into black dice range of these ships are in big trouble with Screed's ability as a bonus! I am thinking fly Demolisher in the lead, shoot up the opponent with the Victory class ships then hit with Demolisher once their tokens are used up.

Well, let me give you my list that I actually did quite well with. It's another Screed list and it is very similar to yours:

Vic1

-Screed

Vic2
-Overload Pulse

-Glad1
-Engine Techs

-Assault Concussion Missiles
-Demolisher

Tie Fighter
Tie Fighter
Tie Fighter

Objectives:
Advanced Gunnery
Contested Outpost
Dangerous Territory

Two vic-1's with EA is kind of interesting actually. 3 red arcs covering nearly the entire engagement area isn't terrible. Might get good double-arc shots, and if you use nav commands liberally you might be able to trick someone to approach you thinking he'll flank you, but you'll pull a tight 1-speed turn and hit him with the full fury of your front and side arcs at close range.

Well, let me give you my list that I actually did quite well with. It's another Screed list and it is very similar to yours:

Vic1

-Screed

Vic2

-Overload Pulse

-Glad1

-Engine Techs

-Assault Concussion Missiles

-Demolisher

Tie Fighter

Tie Fighter

Tie Fighter

Objectives:

Advanced Gunnery

Contested Outpost

Dangerous Territory

I like it, it would mean trading out the Enhanced Armament but this fleet would be a real pain to deal with if it gets close. Upon reflection a risk with sending up the Vic II first to overload the enemy before the other targets means that it will be exposed for return fire. But with the objectives you put the opponent in a difficult position - each one either forces them to get close (outpost, dangerous territory) or allow the Vic II to hose down 2 ships per turn (advanced gunnery) for my other ships to kill off.

I might give it a try!