4 Ship Imperial w/Token Squadrons

By chrisrivers, in Star Wars: Armada Fleet Builds

Any critiques on this list? I am really unsure on the objectives, especially the defense one.

Is a token 4 TIE force even feasible?

Imperial Screed Demo List
Author: darthcrispy

Faction: Galactic Empire
Points: 390/400

Commander: Admiral Screed

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Minefields

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Relentless ( 3 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
- Leading Shots ( 4 points)

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Concussion Missiles ( 7 points)

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Ordnance Experts ( 4 points)

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)

4 TIE Fighter Squadrons ( 32 points)

Edited by chrisrivers

A 4 T/F force is feasible if you i) combine it with Instigator ii) know what to expect from it iii) issue well timed squadron commands

I) If you use to use Instigator well what you can do is use a squadron token and or command to fly Ties into enemy fighters, premeasure where Instigator is going to go, and use the combination of Instigator/Ties to pin enemy squadrons. If an enemy activates their squadrons it can be a good chance for Instigator to jump into them. That way you avoid taking damage in the Squadron Phase. If you need to sacrifice Instigator to buy as much time as possible make sure you don't fly speed 4 and next turn shoot straight out of their squadrons. Ideally i jump in with Speed 3 a Nav token. That way i can drop to speed 2 perform a x2 Double Yaw turn, this allows me to still engage their squadrons and choose a Command Dial of my choice (rather than be forced to do a Nav Command)

II) Ties are weak and will often get one shot. Ties buy 1-2 shots at best. So you have to time when they go in pretty well. You want Ties to absorb damage instead of your Glad or ISD. You don't want to aggressively push your Ties into the enemy. You want to send them to distract bombers when your ISD/Glad is going to be engaged by them.

III) One good squadron command can make all the difference. Killing one fighter is good enough. Without sqaudron commands you will unlikely get any kills with the Ties. So you won't get any points back. One great use of the Engine Techs is collecting a Nav Token so you can safely use a Squadron Command dial (on a turn of your choice) because you can use the Nav Token to proc Engine Techs. Relentless will give you a lot of flexibility in getting the timing right on a Squadron Command.

Objectives: Drop Minefields. Use Dangerous Territory or Intel Sweep. DT is easier.

You generally want to play first with this list. This allows Instigator/Gladiator to do a lot of work.

My list ISD list in the sig has exactlly the same outline. 1ISD,1G,2R, 4 Ties is a pretty common archtype and it works, there are just different upgrades people play with. I would suggest once you have more practice to drop Relentless to give you more points to bid. If you have MC30/s or want to buy them use the Assault Proton Torpedos.

Edited by Trizzo2

What about dropping the ECM in favor of an Intel Officer on the Demo?

Never drop ECM if you can avoid it. It makes the ISD playable. Without ECM it dies very quickly to accuracies .