Hey all. I'm playing around with some Wave 2 Imp lists, and here's my idea for a Screed list.
Commander - Admiral Screed
Assault - Advanced Gunnery
Defense - Fleet Ambush
Navigation - Minefields
ISD II
- Avenger
- Gunnery Team
- Tractor Beams
- Redundant Shields
- SW-7 Ion Batteries
- XX-9 Turbolasers
Raider II
- Overload Pulse
Raider II
- Overload Pulse
Howlrunner
Dengar
1 x TIE Advanced
5 x TIE Interceptors
397/400
The idea here is pretty simple. The Raiders can either sweep out in advance or stay close for protection, and use Screed's ability plus Overload Pulses to exhaust enemy tokens. Gunnery Teams allow the Avenger to dish out the hurt on two ships at a time. And between the SW-7's, XX-9's and Screed, I'm guaranteed five damage, even on a bad roll. A good one could see six, seven or maybe even eight. And between the two Raiders with their six blue dice forward, they're going to either use the pulse to exhaust the enemy's tokens, or just force the enemy to exhaust them to avoid the overload pulse. And the tractor beam is there to keep flankers in my front arc a little longer, or to prevent Home One from maneuvering at all.
As far as the fighters, I'm thinking five squadrons of Interceptors with Counter 4 and re-rolling one die can handle a lot, especially considering that any survivors are then rolling five dice each. And the Advanced is there to give Howlrunner, Dengar and friends enough time to react to and/or destroy enemy squadrons.
So, thoughts? Honestly, the part I'm most lost on are the objectives. Advanced Gunnery is a no-brainer, but no opponent would be dumb enough to allow the Avenger monstrosity to hit the same target twice, especially if its tokens are down. And I was thinking Fleet Ambush because that puts a a few ships in range early on before the rest of the fleet, allowing Avenger to pick things apart piecemeal. Minefields I threw in because, eh, I couldn't think of a better one.