5 Activations in 400?! ISD2/3 Glads/Raider

By Peacelord, in Star Wars: Armada Fleet Builds

Ok, i was trying to see how I could get an ISD2 in a fleet with a bunch of Assault Concussion missile Glads, and still get a Raider in for anti squadron. Here's what I squeezed in:

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Screed

Assault Objective: Advanced Gunnery
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)

Gladiator II-Class Star Destroyer (62 points)
- Assault Concussion Missiles ( 7 points)

Gladiator II-Class Star Destroyer (62 points)
- Assault Concussion Missiles ( 7 points)

Gladiator I-Class Star Destroyer (56 points)
- Assault Concussion Missiles ( 7 points)

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

So, we know Screed and assault concussion missiles are good, we know ISD2's are amazing; I'm still surprised I've managed to fit this much in 400 points. The question is whether it is balanced enough? I've gone with Instigator on the Raider I and Ordnance Teams so that the anti squadron is significant, and screed helps burn down the chunkier squadrons too. I could also afford 2 Gladiator II Class for the extra anti squadron dice, which I think come in handy with all ships but the Gladiator I having 2 anti squadron dice.

I'm torn between fleet ambush and contested outpost; with so many ships its potentially much easier to be in control of that outpost, but with so many ships its easy to deal with fleet ambush with 3 ships deploying in the ambush zone (and hey, I dont mind if my 3 glads get up close and personal more quickly, bring it on!). Advanced Gunnery is in there for obvious reasons, and superior positions, with all my movement and 4 small base ships, seems reasonable a choice (and if my opponent turtles up, 3 glads and an ISD2 should be able to sort that out!!!).

Thoughts? An ISD2 with no ECM?! Should i have one glad without assault concussions so it can have ECM? I dont mind if they do go for my unupgraded ISD2 when i still have the firepower of 22 black dice each round (if all in close range!) left on the table.

Love to hear your opinions on whether this can work...

I'll drop two glad to I and take demo title and maybe if you don't take Electronic Countermeasures drop the ISD2 to ISD1 and get Engine techs to Demo

I've played a similar list, key points

1) with five activations you want a tooled up demolisher, it the most points efficient killer in the game.

2) ISD one is good in a second wave back up to demo, and scree loves those black dice

3) consider replacing the other glads with raiders one being instigator, give two them OE for consistent damage output. One can be used as a leader carrier.

4) try and squeeze in four ties, that's two more depoyments, and in conjunction with instigator and partner you can delay a large bomber ball and even tear it up a bit.

Really get demo, it's a powerhouse for five activation lists, you will need fighter cover as that ISD will be bomber bait.

You can fit 2 ISD1 in a five activations list, I personally prefer that to a ISD/Demo combo, but that choice depends on a preferred play style.