Possible tournament build

By Kylemcph240, in Star Wars: Armada Fleet Builds

Hey guys I'm looking for some feedback on a screed build I've been working on.

Faction: Imperial
Commander: Admiral Screed

Assault: Opening Salvo
Defense: Hyperspace Assault
Navigation: Superior Positions

ISD Cymoon 1 Refit
• Admiral Screed
• Minister Tua
• Veteran Gunners
• XX-9 Turbolasers
• XI7 Turbolasers
• Electronic Countermeasures
= 163 Points

Raider II (48)
• Disposable Capacitors
• Heavy Ion Emplacements
= 60 Points

Raider II
• Disposable Capacitors
• Heavy Ion Emplacements
= 60 Points

Gladiator I
• Ordnance Experts
• Engine Techs
• Assault Proton Torpedoes
• Demolisher
= 83 Points

Squadrons:
• 3 x TIE Interceptor Squadron (33)
Points

Total Points: 399

My idea is to have the raider 2s hang with the isd activate first and drain shields then folow up with the cymoon and finish the job. The demo is there to cause havoc.

On 10/6/2018 at 11:24 AM, Kylemcph240 said:

S  quadron  s   : 
• 3 x TIE Interceptor Squadron (33)
Points  

Easy change to Ciena and Valen. This is better, more healthy and does more damage it also will give you the same amount of activations. It also gives you 3 extra points

ISD Cymoon 1 Refit
• Admiral Screed
• Minister Tua
• Veteran Gunners
• XX-9 Turbolasers
• XI7 Turbolasers
• Electronic Countermeasures
= 163 Points

this is also a problem. It does not really work with screed, and I think if you are going for this build you would be much better served using Vader. I would do a Kuat with either HIE And ACM or go with a Kuat avenger with ACM and leading shots.

Good Luck.

I like it but you are choosing two different weapon types to kill ships.

  • First off is the shield shredders like HIEs that take shields off in large amounts.
  • Second there are Shield piercing weapons like XI7s and APTs. These get into the hull quicker.

Each type is valid but it is inefficient to use both in the same list.

I would drop XI7s for DTTs and change APTs for ACMs. Now your HIEs will kill shields and the ACMs will finish off any remaining and then take out the hull quickly. Swapping the Interceptors for Ciena and Valen makes sense and should do well against enemy fighter builds of twice their cost. Gunnery Teams rather than Vet Gunners too if you can squeeze them it.

Change Superior Positions to Solar Corona . You get most of the same benefits but and enemy bomber heavy force won't be able rack up huge VP totals against you.

Sticking with those overall ships, here's how I would build it.

Cymoon 163pts
Screed
Tua
Gunnery Teams
Spinal Armament
ECM

GSD 1 86pts
Skilled First Officer
Ordnance Experts
Engine Techs
ACM
Demolisher

Raider II (x2) 60pts
HIE
DCaps

Squadrons 30pts
Ciena
Valen

Total 399

The major changes were squadrons (as others have pointed out already), APTs -> ACMs on the Demo, and the loadout on the Cymoon. I'm all for keeping it a Cymoon - then you have 3 ships that like long range. The spinals help that out even more. But upgrading those XI7s to SA means that your HIEs can strip all of the shields, and then you don't need to worry about redirect... and you can just throw an extra die. Meanwhile, gunnery teams means that you'll be able to throw 6 reds at 2 different targets from long range. Between that and Screed, you should likely be able to land 5-6 damage through on both of those targets. Unlike others, I'm on board with Screed existing for you. Those Raiders aren't nearly as efficient if they can't trigger HIEs... and Screed will ensure that they can (as long as they're not obstructed... though if they are, I suppose a CF dial can fix that).

I'm not too sure as to how well Demo will do in this list, but perhaps if you use it to put pressure on your opponent - do you activate and move into the Cymoon's range... or delay and have Demo wreck you... it might work okay. I do believe the Engine Techs are pretty important as a second player Demo user - often you can use them to force first player to either stay in close range, or to navigate in such a way that they're out of the fight for a turn or two.

Wiothout dice modification, the cymoon sucks. Vader helps it big time. Or, at least intensify firepower. You could split one raider into two gozanties, one to push the squads, one with comms net to feed cymoons IF. And that would leave you with a healthy bid and 5 activations. 4 activations as second player without ships designed to stall the game a bit will leave you more often than not exposed.

The major problem is the fact that people want a cymoon in this list. It doesn't want screed! I recommend either using Vader and getting rid of the Gladiator or making it a Kuat. this means you can have ECMs and SA. I won't give you a list becuase I don't really like the gladiator anymore, but I think you are trying to do to much. I would much rather have double rerolls on my red dice than spending one for 1 damage. use TRCs. Really, make your list into something more cognitive and something with a clear purpose. you need to get efficiency out of every last point. you also REALLY want 1st player.

Thanks for the feedback guys i appreciate the help

On 10/8/2018 at 9:26 AM, Mad Cat said:

I like it but you are choosing two different weapon types to kill ships.

  • First off is the shield shredders like HIEs that take shields off in large amounts.
  • Second there are Shield piercing weapons like XI7s and APTs. These get into the hull quicker.

Each type is valid but it is inefficient to use both in the same list.

I would drop XI7s for DTTs and change APTs for ACMs. Now your HIEs will kill shields and the ACMs will finish off any remaining and then take out the hull quickly. Swapping the Interceptors for Ciena and Valen makes sense and should do well against enemy fighter builds of twice their cost. Gunnery Teams rather than Vet Gunners too if you can squeeze them it.

Change Superior Positions to Solar Corona . You get most of the same benefits but and enemy bomber heavy force won't be able rack up huge VP totals against you.

I am curious how DTTs would work, dont they only add one extra red then you have to remove one?

6 minutes ago, Kylemcph240 said:

I am curious how DTTs would work, dont they only add one extra red then you have to remove one?

Adds a red, removes any die - not just a red.

So you can remove what you rolled if it didn’t help.

The net is “same or better”, and usually better, but gambling on the 1/8 double

Edited by Drasnighta