3 Ship, medium squadron

By Formynder4, in Star Wars: Armada Fleet Builds

I haven't had a chance to play with wave 2 ships yet, and spent most of my time in Wave 1 with a 2 Vic Rhymerball build. That said, this is what I'm looking at to test the waters for this wave:

Points: 400/400

Commander: Admiral Ozzel

Assault Objective: Precision Strike
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Ozzel ( 20 points)
- Admiral Chiraneau ( 10 points)
- Gunnery Team ( 7 points)
- Expanded Hangar Bay ( 5 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Expanded Launchers ( 13 points)

Raider-I Class Corvette (44 points)
- Assault Proton Torpedoes ( 5 points)

3 TIE Bomber Squadrons ( 27 points)
1 Major Rhymer ( 16 points)
1 Soontir Fel ( 18 points)
2 TIE Advanced Squadrons ( 24 points)

I know that I lack the squad command to activate my entire fighterbase at once, but I can get all of the bombers and Chiraneau them out, which should make for some strong ISD attacks.

Huh this is a very similar list to the one I'm thinking of over here

https://community.fantasyflightgames.com/topic/196322-400pt-isd-ii-with-a-raider-a-gladiator-and-a-touch-of-fireball/

Personally I solved the lack of Squad Command by using Firesprays, albeit they are more costly than Bomber Squads.

Otherwise with what you have, I'd try and save some points by swapping out Expanded Launchers on the Gladiator for an Assault Concussion Missile and give the Raider Instigator so it can help deal with enemy fighters.

After that, consider axing the Tie Advanced Squads for Vader. It'll save you some points and Vader is good at eliminating squads. 2 Tie Advanced are better, but it'll help with your lack of activations while still providing effective escorts.