I've reached that stage of "over-prepared" for Sullust that I'm now thinking if things go well with my Rebel list at the first tournament I might try out an Imperial list for the second for a bit of variety. Since my Rebel list is four ships and minimal fighters I'm mixing up that aspect of things as well, with a two-ship Rhymer Ball list.
Only got two ships, so Motti helps keep them alive.
Haven't played this type of thing hugely often so not sure whether I'm putting too much stock into Corrupter/Chiraneau.
Warlord is fighty-fighty, originally had it as a Vic-2 to get the range on the blue dice but since it's in its element firing red dice I've swapped that over to a Vic-1 to fit in Gunnery Team. Does mean if my opponent picks my Advanced Gunnery it's a wasted 7pts, but just a risk I might have to take.
Objective-wise I'm not hugely sold on Minefields. However with only two ships I'll struggle chasing Dangerous Territory and with nothing fast Intel Sweep isn't a great choice. Superior Positions could work with the bombers and fighters, but most opponents will want to flank my VSDs anyway so I could be giving up plenty of points that way.
I'm more at home playing Rebels and could well have overlooked something pretty pivotal, so keen to hear what people reckon on this.
(299 of 300 pts)
Flagship: (123 pts)
- Victory I-Class Star Destroyer(73 pts)
- Admiral Motti (24 pts)
- Corrupter (5 pts)
- Admiral Chiraneau (10 pts)
- Flight Controllers (6 pts)
- Expanded Hangar Bay (5 pts)
- Victory I-Class Star Destroyer(73 pts)
- Warlord (8 pts)
- Intel Officer (7 pts)
- Gunnery Team (7 pts)
- H9 Turbolasers (8 pts)
- 1x Major Rhymer Tie Bomber Squadron (16 pts)
- 1x Tie Bomber Squadron (9 pts)
- 2x Tie Advanced Squadron (24 pts)
- 3x Tie Fighter Squadron (24 pts)
- Advanced Gunnery
- Contested Outpost
- Minefields