So I made the following list a couple nights ago:
Imperial Wolfpack
1 • Victory I-class Star Destroyer - Victory-class Star Destroyer (73) - Assault Concussion Missiles (7)
• Total : 80
2 • Gladiator II-class Star Destroyer - Gladiator-class Star Destroyer (62) - Admiral Screed (26) - Intel Officer (7) - Engine Techs (8) - Assault Concussion Missiles (7) - Demolisher (10)
• Total : 120
3 • Gladiator II-class Star Destroyer - Gladiator-class Star Destroyer (62) - Wulff Yularen (7) - Sensor Team (5) - Engine Techs (8) - Expanded Launchers (13) - Insidious (3)
• Total : 98
Total: 298
Got a chance to use it last night against Mon Mothma leading two AFrogs and five X-Wing squadrons on a Superior Positions mission. I chose to go second. 300 point battle.
Suffice to say, the results were bloody and surprising. I don't have all the results written down or memorized, but the highlights were as such:
Early game both AFrogs moved up to take positions near the starbase in the center of the map, moving parallel but offset so that they could both bring their impressive broadsides (both using enhanced armaments) to bear. Insidious spearheaded the charge leading the Demolisher in a serial line to try to get in behind one or both of the frigates. The Insidious took a lot of fire and was quickly being overwhelmed by the frigate's impressive barrages. However, it was able to get several shots on the rear of Mothma's flagship doing substantial punishment with its expanded launchers, though most of it went to shields.
However, that was exactly what I wanted as the Demolisher and the Vic1 were able to move into position on Mothma's flank and pour deadly firepower into a much weakened shield array, punching through with withering frontal barrages from the Vic1 and mixed front/side volleys from the Demolisher.
The X-wings, meanwhile, had split up and started hunting weakened or downed shield zones on my ships, particularly the Insidious.
By turn three both the Insidious and the rebel flagship had taken near fatal damage. The Insidious had threaded the needle between the frigates coming in perpendicular to them and Mothma's ship had moved ahead of the rebel line. The second frigate, at this point, was largely untouched, but both the Demolisher and Vic had taken minor hits to their hulls (the X-wings were doing a decent job at hitting vulnerable spots, though their shooting was inconsistent).
Turn four: the Insidious, now staring down the barrels of the second frigate's broadside, fires its final volleys, hammering at the frigate's side arc and throwing a parting volley at the rear of Mothma's ship, finishing it off. As the flagship went up in an expanding ball of fire and death, the second AF issued a command to its squadrons and between its brutal broadsides and X-wing support, finished off the doomed Insidious.
However, the Vic1 and demolisher were now in a position to pour still more brutal fire into the frigate's weakened side arc (thanks to the Indisious' efforts), and by turn five the rebel ship caved under devastating abuse from both ships.
Turn six and all that was left was the X-wing squadrons, one of whom caved to combined fire from my star destroyers, and the rest managing to pour a bit more hull damage into the VSD. In the end I had a couple lightly chewed star destroyers, and a moment of silence for Wulff Yularen's brave sacrifice.
I had three victory tokens at this point and had destroyed the rebel frigates in detail. We decided not to bother adding up the final score.
Suffice to say, I was amazed at the brutality of this list. I had worried that I might not be able to bring all those black dice to bear, but engine techs makes that vastly easier, and a VSD moving speed 2 for most of the game makes for a deadly anvil to pound opposing ships against. Though by about turn four or five, I had slowed it down to a stately speed 1 (right about the time I had it in position to hammer away with its cruel forward arc on the second frigate).
I think, for the points, ACM is generally better than the more expensive expanded launchers, though I certainly didn't mind the extra two dice as their presence on the Insidious had a lot to do with its bludgeoning the rebel flagship into submission. That said, ACM's ability to tear down multiple shields and tack in additional hits is far too impressive to ignore. I'm tempted to believe the card is cheaper than it should be.
Screed/Engine Techs/Demolisher/ACM was every bit as deadly as some have said and his ability to work his wonders on my other black dice clad ships was lovely. The Insidious title is solid gold when you've got engine techs moving you into position (without that title, I'd have not been in range to finish Mothma off). The sensor techs and intel officer were marginally useful in this list as we were throwing so many dice that the rebels had to burn a lot of tokens fairly rapidly anyway. Wulff was handy, convenient, but optional in my appraisal. He managed to pull his trick a couple times as the Insidious moved into position.
All in all, an educational engagement for both the Empire and the rebels, whom had some time to ponder their choices as they drifted away in their escape pods.
Edited by Deathseed