Edited by Green Knight
300 pts IMP VGG v/Screed + mini-ball
Edited by Green Knight
How I arrived at this list:
I keep meeting a lot of Rebel fleets with 4 - or even 5 - ships. That's a lot of activations, a lot of mobility, and a lot of red dice.
I've tried various variations of VVG and VGG, with mixed results.
With only one Glad is seems Demolisher is hiding for half the game - it's too frail to be used offensively. By the time it's ready to unleash hell, the rebel has either moved on or secured a lot of victory points in other ways.
With two Glads I have good offensive capabilities, but not a lot of resilience. That one VSD w/Screed dies early with alarming regularity due to long-range fire.
With Dominator + mini-ball I hope to give the fleet some added area-denial power.
Edited by Green KnightYou say you have tested it with mixed results (in various forms) what is the issue with the build? Fighter wings or objective play? Just curious.
You say you have tested it with mixed results (in various forms) what is the issue with the build? Fighter wings or objective play? Just curious.
This exact list works well - it can go second and works well with the objectives.
The mixed results were with other VVG/VGG lists.