I've been playing Rebels since Wave 1 came out, but planning on putting my Empire to use tonight. I've come up with the basis of a list, but could do with some input from anyone with experience using Empire.
Name:
(296 of 300 pts)
Faction:
The Empire
Flagship: (135 pts)
Victory II-Class Star Destroyer (85 pts)
Admiral Screed (26 pts)
Corrupter (5 pts)
Veteran Captain (3 pts)
Expanded Hangar Bay (5 pts)
Ion Cannon Batteries (5 pts)
Flight Controllers (6 pts)
Fleet Ship 1: (94 pts)
Gladiator II-Class Star Destroyer (62 pts)
Wulff Yularen (7 pts)
Assault Concussion Missiles (7 pts)
Engine Techs (8 pts)
Demolisher (10 pts)
Squadrons (67 of 99 pts):
1x Major Rhymer Tie Bomber Squadron (16 pts)
1x Tie Bomber Squadron (9 pts)
1x Sontir Fel Tie Interceptor Squadron (18 pts)
2x Tie Advanced Squadron (24 pts)
Objectives
:
Advanced Gunnery
Fleet Ambush
Dangerous Territory
The plan is for Advanced Gunnery to give the Gladiator boosted ability to get into place and unload missiles.
Fleet Ambush lets it fly past the middle unloading broadsides of black dice then tear into the rear-guard.
Dangerous Territory is more about area control, I can move forward picking up objectives and screening my forces on obstacles while my opponent has to suffer damage to do so.
If I win the initiative bid I'm likely to take first player though, as that's a real boon on the Gladiator getting into range with more black dice.
Gladiator build is based off of what a friend's been using against me a lot. Navigate traded for a token turn 1 combos with Wulff (unlimited navigate tokens), Engine Techs (extra move) and Demolisher (fire after moving). Screed ensures the ACMs kick off plenty of splash damage that doesn't care about Redirect or Brace, and helps me with the Ion on the Vic.
Victory follows the Gladiator and can either jump flanking enemy ships with the long-range bombers (especially when up against Intel Sweep and the like) or can save them to finish off whatever the Gladiator starts hurting. Ion Cannon is mostly because anyone reaching the Vic is likely to have had a couple turns to earn some command tokens, so these can be cleared off.
Only thing I feel like I'm lacking in is anti-squadron dice, but Flight Controlers should help with that, and Fel can land in a group with the Advanced to hand out plenty of unavoidable damage too. If they spread out their squadrons to avoid this then I can try and pick them off a few at a time instead.