Help me pick an Imperial Fleet with which to crush my enemies...

By DeChevalier, in Star Wars: Armada Fleet Builds

Got a Tourney coming up in a few weeks, and I'm having trouble choosing a list. My two top picks are:

List #1 - Screed's Interceptors (297/300)

Strategy: Slow Roll the Victory and Unnamed Gladiator while Demolisher flanks.

Victory 1

- Screed

- Wulff

- Assault Missiles

- XI7 Turbolasers

Gladiator 1

- Assault Missiles

- Engine Techs

- Demolisher

Gladiator 1

- Assault Missiles

Squadrons

- Interceptor

- Interceptor

- Advanced

List #2 - Screed's Aces (300/300)

Strategy: All units fly tight formation with Rhymer-Ball in between the two capitals and head straight for the Enemy Flagship. One huge Wrecking Ball of Pain.

Victory 1

- Screed

- Assault Missiles

- XI7 Turbolasers

Victory 1

- Expanded Hangers

- Assault Missiles

- XI7 Turbolasers

- Flight Controllers

Squadrons

- Soontir

- Rhymer

- Advanced

- Advanced

- Advanced

- Advanced

- Bomber

Meta in the area is Squadron Lite, with a bias in favor of Imperials/Gladiators. I'm expecting a lot of Mirror Matches. Most lists are 300 even with a strong preference to go second. (Therefore, List #1 would go first in most matches, List #2 would be a 50/50)

Thoughts? Suggestions? Constructive Criticism?

Second list only has the problem of running up against enemy squadrons. If those squadrons slow down your wrecking ball, your Victories will keep moving past the enemy flagship, and be unable to support the squadrons in following turns.

Not bad at all. The amount of pain dealt by the Assault Missiles with Screed is nearly obscene. They don't synergize well with the XI7s, though: if you're using the crit effect to heap extra damage on, you aren't getting the face-ups through the shields that makes the XI7 so good. Personally, I'm just fine with the extra, non-braceable damage. I'd rather cut the XI7s for Yularen, giving you either an offensive reroll with a Concentrate Fire token or an extra activation with a Squadron token from the second list.

For the first, I'm not sure how your meta is regarding squadrons (you said light, but there is a lot of wiggle in that) but I'd rather put in more regular TIEs than fewer elite craft for a screen. You aren't counting on them to do anything but keep the squadrons busy while you destroy their cap ships, then you leave the squadrons in the dust.

Also, if the meta is light on squadrons, the Flight Controllers in list two are overkill. I'd rather put Gunnery Teams in there: that way when those two bad boys get into close range they can be tearing down two cap ships effectively.

I usually run a two cap build: Screed with Victory II kitted out as a carrier and an Insidious titled Gladiator I with Assault Missiles. Then I have 100 points of squadrons around Rhymer, Vader, and Howlrunner. The Gladiator covers the rear of the Victory, which spams Squadron actions to first rip up the opposition's squadrons and then pound on his cap ships. That's worked pretty well, but I'm playing with other builds. I think of the two I like your two Gladiator build, just because piling three ships and usually four to five zones of Assault Missile, Screed-backed black dice is really good at tearing up cap ships. With the short range, you'd need to make sure the targets couldn't get away easily, or take them down in one turn.