I'm toying with this list for a game tonight:
Victory I-class Star Destroyer 73
Admiral Screed 26
Admiral Chiraneau 10
Gunnery Team 7
Expanded Hangar Bay 5
Corrupter 5
Gladiator I-class Star Destroyer 56
Engine Techs 8
Assault Concussion Missiles 7
Insidious 3
Fighters
TIE Bomber Squadron 9 x2
Darth Vader TIE Advanced Squadron 21 (Swap Vader for a TIE Advanced and Assault Concussion Missiles on the VSD?)
Major Rhymer TIE Bomber Squadron 16
TIE Advanced Squadron 12
Soontir Fel TIE Interceptor Squadron 18
Mauler Mithel TIE Fighter Squadron 15
Total: 300 points
Objectives: Precision Strike, Hyperspace Assault, Minefields
The general strategy breaks down into the three ranges. At long range, the gunnery team helps keep pace with damage (6x red from VSD + 2x red from gladiator) and softens up targets for the bombers. If they split their fleet to get out of the VSD's forward arc, the bombers and insidious move in on the weaker targets for the kill. At medium range the bombers and Vader begin attacking, adding 4 black dice, or 3 black if Vader needs to help out in the fighter scrum. Insidious looks to flank with Engine techs if they turn away from him, otherwise he hangs back to protect the VSD's rear. During the flyby, the VSD's killer front arc forces the opponent to the sides, right into Insidious's black dice should they turn towards him.
Chiraneau activates Mauler every round for damage. (I save a squadron command on the first round to help.) The TIE Advanced soaks up fire and combos with Fel for even more punishment. With Vader as backup, this is hopefully enough to keep the fighter scrum balanced.
Most Wanted grants the bombing wing devastating double blacks against one of their ships. Insidious flies rear guard as my wanted ship, luring them into the VSD's short range and keeping him protected.
Hyperspace Assault is terrifying because of Insidious's flanking ability. The rebels are forced to keep no two of their ships near an objective token for fear of a one shot kill (2x red and 6x medium range black dice on their rear), hopefully allowing me to disrupt their formation and herd them into the VSD's short range.
Minefields seems to be the weakest of the three. Insidious lurks behind the pockets of mines encouraging the opponent to turn away from him. I try and set up firing lanes with any remaining obstacles to herd them towards the VSD.
Thanks in advance for your thoughts!