300 pts IMP VGG v/Screed + mini-ball

By Green Knight, in Star Wars: Armada Fleet Builds

My current fav Imperial fleet (I do both factions):


It's a VGG Screed list w/o Engine Techs, but with a mini-ball.


It thrives on going second, not first (first is also fine if my opponent wants to hand it to me).


Adv. gunnery vs. Vic II Dom - not a lot of opponents pick that one. Leaving the other 2, which both try to channel the enemy to where he doesn't want to go: in front for the Dom, flanked by the Glads.


Maybe not the most advanced fleet build, but I'm only an intermediate+ player, so it suits me well enough.


[ EMPIRE FLEET (299 points)

1 • Objectives - Advanced Gunnery - Contested Outpost - Intel Sweep (0)

2 • Victory II-class Star Destroyer - Admiral Screed - Dominator (123)

3 • Gladiator I-class Star Destroyer - Assault Concussion Missiles - Insidious (66)

4 • Gladiator I-class Star Destroyer - Assault Concussion Missiles - Demolisher (73)

5 • Major Rhymer TIE Bomber Squadron (16)

6 • TIE Bomber Squadron (9)

7 • TIE Advanced Squadron (12)



ACMs: With Screed = too good not to take

Demolisher: Always worth taking. Period.

Dominator: I get a lot of mileage out of this card. Not only for the massive forward arc, but also gives very strong side arcs as needed. You can't really flank the Dom like you can other Vics.

Insidious: I like this card. This Glad is there to flank, so it makes sense to shoot at the rear arc. And it's easy to have your opponent forget the card effect (black dice firing at medium range - when he thought he was safe :-) It's not essential, but at 3 pts I think it's cool.

Fighters: Just a tiny mini-ball. Worst case they get 1 volley off (average 4 damage) vs. enemy ship, then spend a few turns tying up part of the enemy fighter force. I think it's worth the points.


More general:


I don't do 2 ships, especially not if I'm going to go second. Hugely important.

I love Tarkin, but he's too costly at 300 pts. Not so keen on Motti in a Glad list!

I'm not a big fan of fighters, but I don't like to go in naked.

Not big on upgrades either - for me this list has a lot of upgrades!

Edited by Green Knight

How I arrived at this list:

I keep meeting a lot of Rebel fleets with 4 - or even 5 - ships. That's a lot of activations, a lot of mobility, and a lot of red dice.

I've tried various variations of VVG and VGG, with mixed results.

With only one Glad is seems Demolisher is hiding for half the game - it's too frail to be used offensively. By the time it's ready to unleash hell, the rebel has either moved on or secured a lot of victory points in other ways.

With two Glads I have good offensive capabilities, but not a lot of resilience. That one VSD w/Screed dies early with alarming regularity due to long-range fire.

With Dominator + mini-ball I hope to give the fleet some added area-denial power.

Edited by Green Knight

You say you have tested it with mixed results (in various forms) what is the issue with the build? Fighter wings or objective play? Just curious.

You say you have tested it with mixed results (in various forms) what is the issue with the build? Fighter wings or objective play? Just curious.

This exact list works well - it can go second and works well with the objectives.

The mixed results were with other VVG/VGG lists.