Hey all! I've been retooling my store championship Screed list, and one major concern of mine was the anti-Ryhmerball/Fireball capabilities. I think I've struck a balance between anti-fighter potential and still maintaining some anti-ship capability.
Objectives
Advanced Gunnery
Fleet Ambush
Dangerous Territory
Ships - Admiral Screed
ISD II
Avenger
Captain Needa
Flight Controllers
Boosted Comms
ECM
Turbolaser Reroute Circuits
SW-7 Ion Batteries
Raider II
Overload Pulse
Raider II
Overload Pulse
Fighters
Howlrunner
8 x TIE Interceptors
So the idea is with my old Screed list - the Raiders either stripping defense tokens with their fire or with Overload Pulse, then Avenger slams them. With the SW-7, Avenger title, TRCs and Screed's ability, that's a guaranteed seven damage that cannot be negated or redirected with tokens, and at least one critical hit. I'm also debating swapping Needa and the TRCs for the XX-9's (for extra critical goodness) and maybe a Wing Commander to guarantee that I'll have a squadron command exactly when needed.
The TIE swarm should be able to handle pretty much everything, including Fire/Rhymerballs. With a banked token, the ISD can fly five squadrons forward. Howlrunner can jump up and throw four blue dice, followed by four TIE Interceptors that can each throw six. So proper positioning means that the front end of a Fireball can be smashed up, with the rest of the TIE/Ints flying in to pick off any TIE/Advs providing protection to Dengar, setting him up for elimination with one more Squadron command, which ties the entire Fireball down. Worst case scenario, they can throw nine Blue dice at enemy ships.
One big thing I've been debating, however, is whether to field this with 8 TIE/Ints or 11 TIEs.