Contemplating my Massing at Sullest list

By Viratin, in Star Wars: Armada Fleet Builds

I've always been a fan of Tarkin and building a reactive-based list. However, it's not aggressive enough to win tournaments. It's more of a fun list for friendly games.

That being said, this is my first attempt at an aggressive, 300 point list.

Total Points: 293 Points

VSD-II: 119 pts

Base- 85 pts

Overload Pulse- 8 pts

Screeeeeeed!- 26 pts

Gladiator-I: 81 pts

Base- 56 pts

ACMs- 7 pts

Engine Tech- 8 pts

Demolisher- 10 pts

Gladiator-II: 69 pts

Base- 62 pts

ACM- 7 pts

Squadrons: 24 points

TIE-Fighters x 3

Objectives:

Assault: Advanced Gunnery

Defense: Hyperspace Assault

Navigation: Superior Positions

So, I'm going with a 7 point initiative bid. The strategy is pretty straightforward: Screed uses his VSD with the Overload Pulse to knock out the target ship's defenses. If we get Advanced Gunnery, it's even better: at second player, he can hit them again with a frontal shot, or if managing to be first somehow, can disable another ship's defenses. The Glad-II is going to be running defensive duty; he's gonna put himself between the enemy's hard-hitters and Screed, forcing them to get in close to those ACM shots. He could also put out anti-air firepower into some enemy squadrons if that's needed. And, of course, Demolisher is gonna do Demolisher things, hitting whatever ship that Screed has disabled. Finally, three TIE-Fighters, there simply to get in the way of some enemy bombers and fighters.

drop the glad II down to a glad i and add the ACMs. That will put you up to 294 (still a really good bid).

The Glad-II already has the ACMs.

How much use do you think you will get from the overload pulse? I only say this because I generally find I want to activate the Glads first and OP is best if you hit first with it and use it on a smaller ship to let your heavy hitters go to town. I suppose it will help some for longer range shots with the glads.

You could drop it for another Tie.

The Glad-II already has the ACMs.

Oops. Sorry about that. You could drop Overload pulse and still drop down the Glad-II and attach warlord and H9s to the VSD (or attach Dominator and veteran captain/liason to something else).

More than likely, my activation will go like this:

GSD-II / VSD-II / GSD-I

Now, this activation is only for the opening salvo. After that, things change quickly, so I'm going to be more fluid. This basically allows me to move the GSD-II, the defending GSD, into its defensive position first, and then follow up with the VSD to disable the main enemy target, followed by the Demolisher to dish out the hurt.