Hey guys !
So, I'm going to get into Wave 2 soon and I wanted your help to optimize a list I'd like to run. I've always been a fan of squadrons (I was predominantly a Rebel player in Wave 1), and I'm switching to Imperials for the beginning of Wave 2 (I want Ackbar dead
And that ISD is too beautiful to pass !).
Being a big fan of Darth Vader, I really want to field him as my commander, and I had an outlandish idea that he works well with squadron builds. The logic being : Vader allows to improve the consistency of the damage output from a fleet, favours big ships with big attack pools and sufficient defense tokens (which are also prime carriers), but because he expends defense, he doesn't want the ships to be too risky in being played (so that they can actually keep their defense tokens long enough to use them !). On top of that, before the punishing attacks from ships, the enemy targets needs to see his defense tokens softened up (otherwise, that punishing attack will be easily tanked), so the idea was to use squadrons to chip away at the enemy to deal a few damage and maybe exhaust his defense tokens (redirects, maybe Brace if I get lucky with black dice) through the sheer weight of attacks.
I'm not aware of all of Wave 2's meta and cards so comments, suggestions and critics are welcome !
Commander : Darth Vader
Imperial-I Star Destroyer - Devastator, Vader, Tractor Beams, Expanded Hangar Bays, Flight Controllers, Heavy Turbolaser turrets (179 points)
Victory-I Star Destroyer - Admiral Chiraneau, Expanded Hangar Bays, Ruthless Strategists, Expanded Launchers, XX-9 Turbolasers (110 points)
Howlrunner
Soontir Fel
TIE Fighter
TIE Fighter
TIE Interceptor
Major Rhymer
TIE Bomber
TIE Advanced
TIE Advanced
Objectives : Advanced Gunnery, Fleet Ambush, Superior Positions
So, the genral idea is to have 2 flight groups based : 1 fighter screen with Howlrunner, Soontir Fel, the 2 TIEs and the Interceptors, whose goal is just to completely obliterate any enemy fighters through weight of dice (Flight Controllers + Howlrunner is awesome even if it is Wave 1
). The second flight group is the Advanced, Bomber and Rhymer, controlled by the Victory, where Chiraneau is just there to allow the squadrons to reposition at speed 2 if they get caught and keep bombing at medium range, Ruthless strategist being there more to allow extra damage if I can't throw my fighters out.
Ideally, I want all fighters to be attacking ships to help my own ships do damage, and force the opponents to react to such a large number of fighters.