Fleets for Sullust, critiques needed

By Teh HOBO, in Star Wars: Armada Fleet Builds

The meta around here is mostly fighter-light with some going no fighters but some are starting to bring mini-Rhymerballs and any rebels bring A-Wings and/or Luke, so with that in mind here's what I'm thinking about. 10 point initiative bids are starting to be a little common, go big or go home is the name of the game with initiative bid over here.

299

Vic I:Screed

Vic I

Vic I

Vader, Mauler and Soontir

Vader, Mauler and Soontir works wonderfully well for only 54 pts. Vader's easily worth 2 squadrons and can hurt ships and the Mauler+Soontir auto damage is worth it's weight in gold versus the Mini-Rhymerballs(should tie up a full ball for a few turns too) and 2 A 2 X token rebel squads I see around here.

297

Vic II: Tarkin, Warlord, H9

Vic II: Gunnery Team, Dominator

Vader, Mauler, Soontir

Two Vic II's that just wont die. I like this list as my dice are the worst you'll ever see.

300

Vic I: screed, Expanded Hanger Bay

Vic I: H9 Turbos, Dominator

Gladiator: ACM

Howl+3 ties

The Idea here is the Alpha with Howl and 3 tie is hopefully enough to kill Luke or enough of the ball to blunt it but I'm not sold on anything here except The Vic I. This is the alternate list I was theory crafting:

Vic II: Screed, Warlord, H9

Vic I: H9, Dominator

Rhymer, Bomber, Mauler, Soontir, Advanced and either another bomber, TIE or a 10 pt init bid.

Two hard hitting Vics and an elite Rhymer ball that can actually hurt squadrons.