Screed's Greed. Suggestions?

By TheBastirous, in Star Wars: Armada Fleet Builds

Been lurking here for a long time. My friend and I are finally getting around to really learning and playing the game regularly. Recently I played a version of the following list, and loved it, problem was I deployed poorly, and drunkenly flew my ships doing a goodly amount of damage to my own fleet. Also I had some upgrades that were useless, and I didn't use the Demolisher title. I still only lost by 10 points.

Here is the list. I'm posting mostly to ask two things: are the NK-7 Ion Cannons worth it? Does this list have enough damage potential?

Screed's Greed
Author: TheBastirous

Faction: Galactic Empire

Points: 397/400

Commander: Admiral Screed

Assault Objective: Most Wanted
Defense Objective: Fire Lanes
Navigation Objective: Intel Sweep

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Screed ( 26 points)
- Intel Officer ( 7 points)
- Phylon Q7 Tractor Beams ( 6 points)
- NK-7 Ion Cannons ( 10 points)
= 134 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Fire-Control Team ( 2 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 81 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 69 total ship cost

Raider-I Class Corvette (44 points)
= 44 total ship cost

1 "Howlrunner" ( 16 points)
1 "Mauler" Mithel ( 15 points)
1 Soontir Fel ( 18 points)
1 Dengar ( 20 points)

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I'm going to toss out a few thoughts on this one.

1. Screed only works once per activation, so I'd focus on making 1 shot with the VSD powerful rather than evening out the sides with the Armament. Toss a gunnery team on there so you can fire out that front arc twice instead.

2. What if instead you tossed the overload pulse on a gladiator and made it a Glad 1 (I'd suggest the Demolisher titled one, so that it can get in and shoot nice and close and close range). If you can activate Demolisher, then VSD you'd be in business.

3. Engine techs on Demolisher is great; engine techs on the other is a waste of points, as it's not really doing a whole lot for you. If you're in that much of a rush, increase your speed, but don't waste 8 points on engine techs.

4. That corvette is just sorta there. What is it's purpose? Anti-fighter? Give it a title. Just there for the activation? Get a Gonzanti instead for cheaper. Serving some other purpose? Tailor it appropriately.

5. Your fighter contingent appears to be specifically anti-squadron; I don't think you need as much as you've got here points wise. You could get away with replacing Howlrunner with a pair of TIEs (for 6 dice instead of 4). My method would be to drop Dengar and Howlrunner, keep Mauler and Soontir as your damage engines, and toss someone with escort in there to enable Soontir damage; something like 3 TIEs, 1 TIE advanced, Mauler, and Soontir (comes out to the same points, but has better killing power in my opinion).

6. I'm not convinced Fire Control Team is worthwhile. Would consider scrapping.

7. For the VSD, consider Spinal Armament (for increased front arc dice) or XI7 Turbolasers (for increased damage to the targeted section).

Just some thoughts!

My question would be is having a VSD that is more points than a naked ISD-II worth it. If you have an ISD, ditch the VSD entirely. To illustrate, if you wanted to keep with the theme of NK7 ion cannons, you can fit NK7's, XI7's, and and Gunnery teams (which is gonna be a huge threat) on an ISD-I AND it's one less point overall at 133 total. If you don't want black dice, take the ISD-II and run it with gunnery teams and leading shots. Still a much bigger threat than your VSD and only 131 points.

Edited by BrobaFett

t an ISD-I with gunnery teams, NK7, and Gunnery teams (which is gonna be a huge threat)

Man, the Gunnery Teams have Gunnery Teams. I'm out. :D

t an ISD-I with gunnery teams, NK7, and Gunnery teams (which is gonna be a huge threat)

Man, the Gunnery Teams have Gunnery Teams. I'm out. :D

Ugh Dras, I *edited* that cause I *saw* it too... My gunnery teams are gunnerying by themselves. No other gunnery teams were gunneryied in the making of this post.

I also realized he had screed calc'd into his VSD's which skews my numbers a bit... but my point remains the same. Run a naked ISD-1 and sit screed on it is still my suggestion.

@BrobaFett

Is your suggestion for taking the Imp I naked because it has about the same dice from the front hull and more hull points? If so that makes sense to me. I've been having trouble getting use out of any arc besides the front however, and keeping someone in that front arc turn after turn is dodgy at best. Yes I know it's mostly because I can't fly the darn thing very well at this point (I do a good impersonation of the Imperial captains from the original trilogy). What strategies do ya'll use to get the best bang for your buck with the Imp I?

For clarification I've had no similar issues with the Imp II, because blue dice.