Screed Demands Victory! (potential Regionals list)

By Akhrin, in Star Wars: Armada Fleet Builds

Hey gang, Scottish Regional is coming up middle of July so I'm in list-tuning mode. Depending on how the list goes and what the legality of Flotillas is going to be for UK Nationals I might even consider this list there too.

Have had four games with two versions of this list so far and it's performed fairly well. However there's still all sorts of lists and tactics I've not gone up against with this yet so would appreciate any criticism on where it might fall apart.

Victory for Screed!

Author: Akhrin

Faction: Galactic Empire
Points: 398/400

Commander: Admiral Screed

Assault Objective: Precision Strike
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Victory I-Class Star Destroyer (73 points)
- Admiral Screed ( 26 points)
- Wulff Yularen ( 7 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
= 116 total ship cost

Victory I-Class Star Destroyer (73 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 82 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 90 total ship cost

2 TIE Advanced Squadrons ( 24 points)
3 TIE Bomber Squadrons ( 27 points)
1 Major Rhymer ( 16 points)
2 TIE Fighter Squadrons ( 16 points)
1 "Mauler" Mithel ( 15 points)
1 JumpMaster 5000 ( 12 points)

Card view link

Fleet created with Armada Warlords

The 2pt bid isn't much, but will cut in under anyone going all-in on their list. Demo's happy going as first player, Rhymerball and the objectives mean I'm happy with second player too.

Objective wise the though process is:

Precision Strike combos well with Screed (get more crits), TurboNeeda (more crits, or more damage to push them through), APTs (immediate crits) and Rhymerball (more crit ability)

Contested Outpost should put most things in the front arc of my VSDs and let me throw up Rhymer & Co with a good idea of where my opponent wants to go

Superior Positions lets Rhymer & Co and the Demo go hunting rear arcs. Need to watch out for the VSDs getting flanked but speed 1 (and even speed 0) helps with that

As far as ships go, the carrier VSD with regenerating Wulff token should let me throw my squads around where they need to go to clear the skies before letting Rhymer open fire.

Turboneeda/Screed is 3 guaranteed damage at front arc red range (before defence tokens), making red dice pretty reliable. Get into black range (which seems to be happening often enough with this list) and it can start handing out good damage.

Demo, well, we all know about that.

Rhymer/Bombers/Advance do the usual thing

Mauler/Jump/TIEs get launched with Flight Controllers to hand out damage to enemy squads chasing my bombers. Can send an Advanced with this instead of one of the TIEs to protect Mauler/Jumpmaster a bit longer.

I originally had Sensor Team and Warlord on the Turboneeda, but that was 13pts to do one more damage than I was already getting with Screed. I'm thinking of finding a way to put Sensor Teams back in though, guaranteed accuracy and the TRC double hit will help it deal with CR90s that would otherwise evade my double hit. But I'm struggling to see where I'll find the points for it. I can kind of make them think about using the evade with bombers too, but it would be nice to have if I wanted the bombers elsewhere.

So far it's had the following tests:

Ackbar MC80, TRC90s: Superior Positions, First Player, 10-0 win

Ackbar 2x MC80: Minefields, First Player, 10-0 win

Ackbar 2x MC80: Contested Outpost, Second Player, 6-4 win

Motti 2x ISD + Rhymer: Superior Positions, Second Player, 7-3 win