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Screed List for your consideration

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Okie I've played this list a few times now, and man has it been brutal. I think it could take a little bit of fine tuning still. The basic Idea is to group the raiders and the Demolisher using the Raiders as both a screen and a way to soften targets before the Demolisher strikes. The ISD does what ISDs do and hammers anything that gets close.  The fighters serve as a screen to keep enemy fighters off my back.  Should I take another Raider and dump my Squads? Do I have too many squads? Do I need the fancy heros or merks? Anything I've missed? 


Jade Empire 

Faction: Galactic Empire 
Points: 396/400 

Commander: Admiral Screed

Assault Objective: Precision Strike 
Defense Objective: Contested Outpost 
Navigation Objective: Superior Positions 

[ flagship ] Imperial I-Class Star Destroyer (110 points)
-  Admiral Screed  ( 26  points) 
-  Avenger  ( 5  points) 
-  Captain Needa  ( 2  points) 
-  Phylon Q7 Tractor Beams  ( 6  points) 
-  Turbolaser Reroute Circuits  ( 7  points) 
-  Overload Pulse  ( 8  points) 

Gladiator I-Class Star Destroyer (56 points)
-  Demolisher  ( 10  points) 
-  Veteran Captain  ( 3  points) 
-  Ordnance Experts  ( 4  points) 
-  Engine Techs  ( 8  points) 
-  Assault Proton Torpedoes  ( 5  points) 

Raider-I Class Corvette (44 points)
-  Assault Proton Torpedoes  ( 5  points) 

Raider-I Class Corvette (44 points)
-  Assault Proton Torpedoes  ( 5  points) 

TIE Fighter Squadrons ( 48 points) 

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With Screed I can automatically score a Blue crit and Exhaust all tokens so the Avenger always ignores defenses, where i need the Black crits on the Raiders for the Protons. I don't need to spend my Screed Crit for anything else on the Avenger.

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Is there a clear order of operations chart for timing and when effects come into play somewhere? Should I trade the AP shots for OP on the raiders? What is there crit effect I should get on the ISD to make max use of screed?


It is part of the Attack Sequence.  Shortened, it goes like this:


Roll Attack

Attacker Modify Dice  (Including Spend ACC to nullify defense tokens)

Defender Spends Defense Tokens

 + Evade happens right away.

Attacker Chooses + Resolves Critical Effect

 + Contain Happens here, if you elected to spend it earlier.

Attacker Counts up How many Points of Damage he is doing based on HIT and CRIT Icons

 + Brace Happens Here, if you elected to spend it earlier.

Attacker Deals out Damage One Point at a Time.

 + Redirect Happens Here, if you elected to spend it earlier.

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Why is the OL Pulse on Avenger?  It's better used on a Raider to setup the Avenger attack.


OLP works just fine on Avenger, you just need to double arc with it.


So OP the list overall looks decent, but running OLP/Avenger on the same ship, you want to be player one to get the best chance of setting your double arc up, the quickest way I can see is dropping a single Tie-Fighter, bringing you down to 388pts.


I have run a almost identical build myself, and you want player one, with 4 ship activations you have a good chance against any but a 4/5 ship fleet opponent (as they will out activate you) to get your ISD II into a spot at the end of one round, so that at the start of the following, you can side arc -->trigger OLP, then front arc = no def tokens. 


I'd drop the Vet Captain from Demolisher and upgrade its APT to ACM, again with player one, and 4 ships, you can shoot, end turn, start next turn double arc, and ACM will punch another 6 damage on top of your rolls, nasty on a triple tap.


Other than that, fleet looks great.

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