Imperial 400 point - Screed

By Kahadras, in Star Wars: Armada Fleet Builds

Admiral - Screed

Ships -

ISD II + Intel Officer + ECM + X17 Turbolasers

Raider II + Admiral Montferrat + Overload Pulse

Gladiator I + Expanded Launchers + Demolisher

Squadron -

3 Firespray

2 TIE Advanced

Total - 394 points

The plan for the list is that the Raider and the Gladiator to team up. The Raider activates, if needed Screed finds a critical in order to flip the enemy ships defence tokens then the Demolisher activates and moves in to point blank range. The ISD supports the defence token supression with its X17 and Intel Officer shenanigans. The TIE advanced are there to hold up enemy squadrons while the Firespray provide a potential killing blow to damaged enemy ships.

Edited by Kahadras

Worth a try but I am not sure that your fleet can withstand much damage. Raider are rather flimsy and getting within range of your blue dice means that you are definitely within Red dice range. You are probably going to loose it by turn 3-4.

As for the Bombing group catching target with speed 3 bombers is not easy and how do you break a fighter screen wit it?

Yeah the Raider does have a survival issue. The good news is that it's perma obscured thanks to Montferrat and it can still get some use out of its dodge tokens due to the fact that it's going to be hanging around at medium range most of the time. My opponant can have the Raider off the board by turn 3/4 but by that point the rest of my fleet should have caused plenty of damage in return.

The bombing group is only really a bombing group if my opponant doesn't have much in the way of a fighter screen (or screws up). If he does take plenty of 'fighter' squadron then the Firespray will be tasked with supporting the TIE Advanced and I'll adopt a more defensive posture with my squadron. If my opponant is squadron light then a movement 3 bomber with Rogue will find it easier catching targets than most other bomber squadron.

Edited by Kahadras

I would add gunnery team to the ISD and Avenger maybe to benefit from overloaded pulse.

Drop expanded launchers for ACMs.

Fighters I would go for an anti squadron build like 4 tie int then look to Darth or a firespray or two. 4tie int should defeat moderate fighters and can still do damage to heavy fighter builds.

I'm not a big fan gunnery team at the moment. I just never seem to get into a position where I can get the most out of it. I was thinking of the Avenger title but I decided it would just be layering more defense token shenanigans onto the ISD.

I think I will change Expanded Launchers for ACM as it'll save me some points to spend elsewhere.

I'm not really sold on Interceptors at the moment. I've noticed a real increase in aces like Han Solo, Darth Vader, Bossk and Dash Rendar who stand a good chance of being able to pop a toughness 3 squadron every turn and are generally tough enough to take the couter attacks. If I was to run Interceptors I'd really want a 'carrier' to support them. TBH I'm not really looking for an anti squadron focus but more of an all round build when it comes to my squadron. I'm a fan of the Firespray as its got some flexibility in what it can do.