Back again with screed, this is pretty much a combination of other screed lists I have been running that I have shaved down and put into one force.
Screeds raiding party V.3
Author:
Alpharius
Faction:
Galactic Empire
Points:
399/400
Commander: Admiral Screed
Assault Objective:
Blockade Run
Defense Objective:
Hyperspace Assault
Navigation Objective:
Salvage Run
Gladiator I-Class Star Destroyer
(56 points)
-
Demolisher
( 10 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
=
77
total ship cost
Raider II-Class Corvette
(48 points)
- Agent Kallus ( 3 points)
- Disposable Capacitors ( 3 points)
- Heavy Ion Emplacements ( 9 points)
=
63
total ship cost
Raider II-Class Corvette
(48 points)
-
Instigator
( 4 points)
- Disposable Capacitors ( 3 points)
- Heavy Ion Emplacements ( 9 points)
=
64
total ship cost
[ flagship ]
Imperial Star Destroyer Kuat Refit
(112 points)
- Admiral Screed ( 26 points)
-
Relentless
( 3 points)
- Strategic Adviser ( 4 points)
- Fire-Control Team ( 2 points)
- Electronic Countermeasures ( 7 points)
- Heavy Ion Emplacements ( 9 points)
- Assault Concussion Missiles ( 7 points)
=
170
total ship cost
Gozanti-class Cruisers
(23 points)
- Comms Net ( 2 points)
=
25
total ship cost
=
0
total squadron cost
So the plan here is to deploy in a ball of sorts. ISD takes centre stage, flanked on each side by a raider, with the gozanti in the rear, and demo on which ever flank best suits it (or in reserve if HA is chosen). Everything rocks up speed 1 banking navs if the opponent has squads, let them come to me and then either grind down the squads (admittedly risky) or use instigator as a sacrificial lamb, and throw it into them, and then make full speed to the opponents carriers/biggest ship. I dont normally like going squadless but I think instigator and kallus should make up for this. Standard plan with ACM and HIE, strip shields, and then kick the target in the shins with the ISD (6 activations should hopefully allow me to wait out an opponents main ship, and an MSU fleet I feel will struggle against this list). Objective choices: Blockade run either allows me to sit back and force my opponent to engage, or theoretically let them over extend themselves and then leapfrog them with the raiders, or gang up on individual ships. Hyperspace assault is just good for demo, can either sneak up behing them or use him as a roadblock in somethings front arc (things like mc80s, Flottilas going slow, etc). Salvage run will allow me to use the dust fields to hide demo until I need him to hit something, and will force my opponents engagement or else let me run away with the tokens and hide in the obstacles/strike from a better position. It'll take a few tests but I think this list has enough synergy to take on most threats, but if anyone has any suggestions let me know, though here were some earlier considerations of my own:
- Avenger: Assuming the ISD will be going last for its first strike, avenger could really help in improving the damage outputs of the raiders/demo as my opponent wont want to spend defence tokens against them if they know avenger is coming.
- A bid: I do prefer second player, and i'm not really sure what I would take out for this, but I can see the advantage of getting a first last with demo/ISD.
- Drop a raider for squads: Cienna and Valen are always strong contenders in a list, or even a small bombing force (jumpmaster,escort and bombers) just for a little bit of extra punch.