I'm clearly an Imperial, because I have some reservations about the efficacy of bombers against Imperial capital ships. More broadly, I'm sure it's a balanced strategy and am not claiming any kind of imbalance, but I'll have to see it in action a few times before I really understand it. Fighters can't move and fire in the same turn without a support ship nearby to command them, which means if you intend to dedicate yourself to bombarding a Star Destroyer, you will need some Corvettes or Nebulons flanking it and issuing squadron commands, or the Star Destroyer will float quickly out of range, and your fighters will be left playing catch up. This means that such a strategy isn't inherently more durable than simply sending that many points worth of Corvette in their place: 40 points of Y-Wings deals an average of 4 damage per round, and a Corvette deals 2.25 damage out of its front arc, and 3.75 damage if it can catch the Destroyer in both of its arcs. Meanwhile, almost certainly one round of bombing at least will be forfeit to TIE fighter interference.
The result of this line of thought, wrong as it may be, is the desire to fall entirely into the same trap as the Imperial admiralty and try a list that completely ignores the threat posed by small, one-man fighters in favour of overwhelming firepower:
2x Victory II Star Destroyers (170), each outfitted with XX-9 Turbolasers (10)
1x Victory I Star Destroyer (73)
2x TIE Fighter squadrons (16)
Admiral Motti (24)
(293 total)
Fire Lanes, or Contested Station (Defence)
Precision Strike (Assault)
Dangerous Territory, or Intel Sweep (Navigation)
Is one of those Star Destroyers going down in flames versus an opponent who brings bombers? Absolutely. However, with so many redirect tokens, the angle of attack is basically irrelevant, an attacker has to more or less get through the Destroyer's entire shield array before hitting the hull, and if it performs a repair command every round, the Star Destroyer can gain back 10 shield points over the course of the game (since it's not likely taking damage on round 1), meaning it will take 26 damage to take down a single Destroyer. And that's before factoring in the brace token. That makes it incredibly resilient in the face of punishment, and capable of accomplishing its objectives before being destroyed. Objectives factor heavily into this fleet, since it assumes the loss of one of its Destroyers, and seeks to recoup those points either by controlling an objective worth a similar number. I think Precision Strike is the fleet's weakest objective, hence the inclusion of XX-9s, but between those and the opening concentrate fire tokens, the Star Destroyers ought to be able to quickly burn through any enemy ships that want to get into a slugging match.
Either defence objective ought to be almost impossible for the opponent to compete with, and represents a huge gain in points if the Destroyers can simply camp near them and retain control. The navigation objectives seem fairer, given the fleet's slow speed, but I'd imagine Dangerous Territory ends up being a wash, with the fact that the opponent now has to start the fight with 3 damaged ships, while Intel Sweep could be a nightmare with Victory-II classes sitting waiting on unclaimed objective tokens, or ganging up on the enemy objective ship. I'd envision claiming 2 tokens to my opponent's 1 before both ships were destroyed under concentrated fire...but it's possible the Destroyers would simply be too slow and clumsy for such an operation.
I'm curious about other people's thoughts on the extreme strategy of entirely ignoring enemy fighters, and hoping to recoup the points lost from it through targeted objectives.
Edited by GAThraawn