The design of this list is basically in overcoming the shortcomings of the Victory's high command value. While there is the benefit of being able to hold extra command tokens, it does make these big ships far less reactive. Repairing critical damage effects, for instance, can take 3 turns to happen, if you don't have a repair already in your stack (since it requires 3 points to repair a crit damage effect, and a token will only give you 2).
Overall Cost: 298 Points
Victory-II Star Destroyer- 130 points
Grand Moff Tarken
Defense Liason
Leading Shots
Victory-II Star Destroyer- 92 points
Defense Liason
Leading Shots
Gladiator-I Star Destroyer- 76 points
Demolisher
Assault Concussion Missiles
Defense Liason
With Defense Liasons on every ship, you can focus all of your dials on Concentrate Fire commands, optimizing your output. Tarkin will be giving each ship a token each turn, which they can use to repair or change their speed. If they require larger repairs or full navigation commands, they can use their Defense Liason to discard the free Tarkin command token and swap their command dial to whatever they need at that point in time.
This list leaves little in the way of upgrades, so I'm going with the stuff that'll give me the most bang for my buck. The VSDs both have Leading Shots, since they'll be rolling an extra die each turn with Concentrate Fire anyway. For 4 points, it's a no-brainer to have on both ships.
ACMs and Demolisher on the Gladiator because... well, because ouch.
Edited by Viratin