I believe the Imperials have the advantage of a fifth ship hidden in plain sight. A modular asset enabled by a single individual. I mean, of course, Dengar.
Wait, no, Rhymer. Major Rhymer.
As has been pointed out too many times to count, Rhymer is great. He's an automatic inclusion on any Imperial Squadron list, and with good reason. He gives each Squad in range the ability to attack ships with their full battery at medium range. With the Rogues and Villains pack, we can now set up a Voltron-esque 'ship' that requires minimal Squad commands and still can function as a unit or a group of units. Here's my idea:
Malevolent Galactic Nematode [400/400pts]
Admiral Motti - 24
Imperial II - 120
-
Relentless - 3
-
Gunnery Team - 7
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Electronic Counter Measures - 7
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SW-7 Ion Batteries - 5
Raider I - 44
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Ordnance Experts - 4
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Rapid Reload - 8
Raider I - 44
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Ordnance Experts - 4
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Rapid Reload - 8
Major Rhymer - 16
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IG-2000 - 21
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Darth Vader - 21
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Slave I - 26
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Mauler Mithel - 15
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Hound's Tooth - 23
The ISD goes straight down the middle with flanking Raiders, nothing surprising there.
Now, for the 'Rhymerball'. Each squadron is either useful without a Squad command, or needs them minimally. Rhymer is the heart of the Gattai, and where he goes everyone else should follow. IG-88 can zip off like an interceptor+ to deal with aces ASAP, while Vader has the health to keep Rhymer safe while abusing his not-quite-bomber abilities. Fett is a solid powerhouse with forced damage and a great battery, and Hound's Tooth is another heavy hitter. Mauler doesn't even need to shoot, although he certainly can - just lob him at a cluster of people and hope for the best. The entire outlay has six bases, easily kept in Rhymer's field of influence. The lot can travel at speed 3, or speed 4 if the 'cannons' go hunting. It's more maneuverable than any single capital ship in the game, it can toss out Five Black Dice and Three Blue Dice up to Medium Range, resolving almost all of the crits. And it splits a respectable 130~ point investment into parts that can flee the rest, potentially making them harder to eliminate as a unit. Did I mention the entire 'ship' would get the obstruction bonuses?
This is all theory until I get to play this list, but...thoughts?
tldr; "...and I'll form the head!" - Major Rhymer
Edited by RazelKorr