Screed Bump for the Competition

By Mogrok, in Star Wars: Armada Fleet Builds

Screed Bump
Author: Mogrok

Faction: Galactic Empire
Points: 380/400

Commander: Admiral Screed

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

[ flagship ] Interdictor Suppression Refit (90 points)
- Admiral Screed ( 26 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Engineering Team ( 5 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Overload Pulse ( 8 points)
- G7-X Grav Well Projector ( 2 points)
- G-8 Experiemental Projector ( 8 points)
= 155 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Navigation Officer ( 6 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Expanded Launchers ( 13 points)
= 97 total ship cost

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Admiral Titus ( 2 points)
- Slicer Tools ( 7 points) = 36 total ship cost

Gozanti-class Cruisers (23 points)
- Director Isard ( 3 points)
- Comms Net ( 2 points) = 28 total ship cost

4 Aggressor Assault Fighters ( 64 points)

Screed Bump

With the low bid I get to hopefully control whether I am first or second, preferably first player

Titus drops a ships speed turn 1, the G7X controls the enemy deployment zone (keeping obstacle placement in mind) while the tractor beams on the Interdictor with the G8 further work on slowing everything down or deterring engagement with the interdictor. Finally the title also keeps the G8 going.

With eng teams and Wullf keeping an engineering token going repairing a damage every turn, and if required spamming engineering commands as well to keep that ship alive, it allows you to be more aggressive at speed 2 and go after the enemy. Anticipating a bomber swarm dropping on it. The extra healing will come in handy.

Overlord pulse is there to take advantage of screed and to make any follow up run by the Demolisher painful.

Demolisher is typically maxed out for damage output while spamming engineer commands which can be swapped to nav commands (nav officer) to engine tech. He is the heavy hitter in the list so if the opponent avoids the interdictor then they are coming at him. Keeping a nav token on it as well to make sure that engine techs can keep going or to bump two speeds.

1st gozanti has suppressor and slicer tools to mess up the enemy ability to effectively use his ships. (pairs well with Isard) and both upgrades pair well with requiring the same distance to be away from a ship. As this was my only remaining officer spot I put Titus here and this is the most likely ship to be killed first.

2nd gozanti will float behind the capital ships feeding command tokens as req through comms net, it will likely be the first activated ship in the rear until the fight begins to max the use of the 4 activations. Director Isard is on here as well for the first few rounds when you look at their dials of their high command ships.

Aggressors, 4 of them for anti-bomber duty as that will likely be prevalent even more then under wave 2. They will stick close to the interdictor and provide support receiving sqn commands from the interdictor in order to engage and deal as much damage as possible to oncoming bombers.

If 2nd player, advanced gunnery - Demolisher to max front arc damage from exp launchers. Fleet ambush use the G7X token in the forward zone. Superior positions max the benefit of the G7X token.

Interdictor is the anvil to the demolisher hammer. With first activation and 4 ships.