A New Take On Screed (I Think?)

By The Jabbawookie, in Star Wars: Armada Fleet Builds

So this idea was bouncing around my brain. I probably won’t try it out until regionals is over, but I’m curious if anyone’s used a similar list in the past.

Screed’s Victorious Pulsetap

Faction: Galactic Empire
Points: 398/400

Commander: Admiral Screed

Assault Objective: Blockade Run
Defense Objective: Hyperspace Assault
Navigation Objective: Solar Corona

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Screed ( 26 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Electronic Countermeasures ( 7 points)
- Overload Pulse ( 8 points)
= 138 total ship cost

Victory I-Class Star Destroyer (73 points)
- Boarding Troopers ( 3 points)
- Assault Proton Torpedoes ( 5 points)
= 81 total ship cost

Victory I-Class Star Destroyer (73 points)
- Boarding Troopers ( 3 points)
- Assault Proton Torpedoes ( 5 points)
= 81 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

6 TIE Fighter Squadrons ( 48 points)

So the main idea is to put the Vic 2 in the middle, with the Vic 1s slightly forward and flanking. In a perfect world, the Vic 2 gets a capacitors shot on up to two ships, exhausting defense tokens, then the Vic 1s trigger BTs to discard 3 tokens, leaving them with either a useless evade or a useless contain. APT is on there instead of ER because it helps for side on hits after they get around you, and the added faceup seems slightly superior with no dice control besides Screed. The Gozantis feed tokens, especially squadron tokens for BT so the Vics can nav. The big problem is obviously positioning, but 5 activations and the objectives will hopefully mitigate this. Any thoughts?

Edited by The Jabbawookie

Paging @Darth Sanguis, we got us some OP shenanigans.

Just because Screed, I wouldnt bother with op. Youll fire with vsd1-s if they are in Black range, tokens will be used up by the time vsd2 shoots. In case of It shoots First, youll need to have a very Good trap to prevent your opponent from dodging vsd1-s. So... Id go for leading shots and Quad turrets for Long range rerolls.

Just now, Coldhands said:

Just because Screed, I wouldnt bother with op. Youll fire with vsd1-s if they are in Black range, tokens will be used up by the time vsd2 shoots. In case of It shoots First, youll need to have a very Good trap to prevent your opponent from dodging vsd1-s. So... Id go for leading shots and Quad turrets for Long range rerolls.

While I see where you're coming from, the point is to deny them tokens outright with a pulsetap; individual spacing and timing can (hopefully) be altered based on the size/speed of my foe. Otherwise the "super turn" loses most of its impact, since they'll spend their brace when it matters most, even if they burn it. A VSD-2's 100+ degree long range arc can almost always get the shot; what it boils down to is, as you said, "can I hold/fork them in range of the VSD-1s long enough for the tap?" I might even try using the flotillas as blockers, but if I'm not pulsetapping, I'd rather be running three VSD-2s and reliably shredding things from afar instead.

Here's where you'll run into issues using VSDs.

They are the worst at trapping.

Pulse-stripping is a neat concept I've had the opportunity to play with a few times and lemme tell ya, VSDs just don't have the speed, even for larger slower ships. (Obviously Mc30s and Cr90s would dance around this and laugh, it's what they tend to do.)

I've had a small amount of success using the low cost of the quasar as a pulse stripper. An ISD II with sensor teams, OP, and QBTs should have enough dice to land a OP crit, then use boarding troops on a quasar to remove all tokens. From there a finisher like demolisher can wreak havoc.

Altogether, be ye fair warned, this is all incredibly janky.

If you want it to work, you're gonna have to practice and find ways to make it work for you.