Wave 2 Screed Synergy

By Nevetz, in Star Wars: Armada Fleet Builds

I've been thinking at something like this:

Screed's Strike Fleet

Overload Pulse Raiders are quite inexpensive and give for 56pts each a good source of Overload Pulse and anti-squadron dice.

Avenger with SW-7 Ion Batteries is imho the best ship in the game to gain advantage against a ship with all the tokens exhausted.

I'm also running the Demolisher in my standard setup (Expanded Launchers and Engine Techs), which paired with the other Raider can easly force opponents to discard their exhausted tokens.

I'm playing Boba to be paired with one of the Corvettes to avoid squadrons and strike lone targets thanks to an easy Squadron Command served by the paired Corvette.

Any thoughts?

Boba is Rogue. Take advantage of that, or use another squad.

Boba is Rogue. Take advantage of that, or use another squad.

Sure but sometimes, or better, most of the times, I want to move bombers before ships move, and Boba in particular may want to choose to move in the Ship or Squadron phase because of his ability to deal damage at range 1; also Imps don't have much to choose from non-Rogue squadrons for solo works.

youre going to need squadrons. i dont really get why people run lists completely devoid of them, especially a wave 2 list. you could trim a lot of fat off the list (Ion cannons, wulff, engine techs, possibly even launchers and dumping the raider 2s to 1s) in order to get some squadrons in there. otherwise, if you come across even a half-assed array of squadrons, you're in trouble. the only thing youre screeding anyways is the overload pulses, which really limits your offense since at best you'll do 2-3 damage from your raiders, and you're relying on them surviving and going first to set up your Avenger. the Demo has some punch, but youre really looking at a one-trick pony list, with a couple hard counters. any list with mothma is going to really hamper your screed effect, as they are going to make you re-roll the crits to negate OP. and no fighters means anything with squadrons is going to really hurt you.

I would figure out how to get some fighters in there. Otherwise Boba will get tied down, and more than likely destroyed. I would swap out SW7 for Leading shots. Your reds are you highest potential for raw damage. This at least ups the odds for you to reroll a miss into a hit or double hit.

I like Screed plus ions, though my thought is equip one ship with NK7 and a second with overload pulse; try to strip the Rebels of defense with ruthless efficiency.

You can fit 3 regular TIE fighters in there for the cost of Boba Fett and they're far more likely to takeout a few enemy squadrons or prevent them from hitting your ships. In a pinch, they can even knock down a few shields if unopposed. Or even drop Expanded Launchers from the Demolisher, replace with ACMs or ATPs, and use the spare points to buy a few Bombers or Advanced. Even just a Firespray-31 is going to have solid output against most targets for a large discount and you could pair it with 1-2 squadrons of TIE Fighters.

I like Screed plus ions, though my thought is equip one ship with NK7 and a second with overload pulse; try to strip the Rebels of defense with ruthless efficiency.

Avenger eliminates all defense when paired with another ship toting Overload Pulse. Generally, there won't be much to shoot at a second time.

I think I played against almost this same exact list today. The overload pulse + Avenger is a solid combo, but I feel sometimes that it might be a little too gimmicky since it requires the Raiders to activate first.