(299/300)
Victory-I
-Admiral Screed
-Warlord
-Flight Controllers
Gladiator-I
-Assault Concussion Missiles
Gladiator-I
-Assault Concussion Missiles
Squadrons:
3x TIE Fighter
4x TIE Bomber
Objectives:
- Precision Strike
- Contested Outpost (Maybe Hyperspace Assault)
- Minefields
I've been trying a wide variation of bomber oriented Imperial fleets lately which has recently split into two branches: Motti and Screed. Motti was my go-to with two VSDs, but I'm bringing Screed back for a stripped down list trying to use TIE bombers without Rhymer. In general, I'm trying to see if bare TIE fighters and TIE bombers without named characters can be worth their points as ship upgrades.
I have no idea how well it'll do, but at speed 4, the idea is to run two bombers with each Gladiator so it can "throw" them at their target before charging in, ideally from opposite directions using blocking tactics, or to "throw" them at fleeing ships with damage cards on them to flip them using Precision Strike.
With the Gladiators running wide with two bombers each, and the TIEs sticking near the middle with the VSD, the hope is to spread enemy squadrons thin with no easy target to pick (like Rhymer, for instance), and treat the bombers more like 9 pt upgrades to the Glads than anything else.
I've picked the number of squadrons based on the command value of each ship without tokens, freeing up my first few turns to stack navigation and engineering tokens before alternating squadron commands with concentrate fire for engagement.
I'm torn at the moment between Flight Controllers and a Sensor Team on the Warlord. Sensor Team seems to work better when I'm using Howlrunner and Interceptors for those six die attacks, the TIEs may be better spent just engaging for as long as possible without worrying too much about inflicting damage.