400 pt Imp Ozzel Fleet

By nermal, in Star Wars: Armada Fleet Builds

[56] - Gladiator I

[05] - Assault Proton Torpedoes

[04] - Ordnance Experts

[08] - Engine Techs

[10] - Demolisher

[56] - Gladiator I

[05] - Assault Proton Torpedoes

[04] - Ordnance Experts

[08] - Engine Techs

[03] - Insidious

[20] - Admiral Ozzel
[44] - Raider I

[05] - Assault Proton Torpedoes

[04] - Ordnance Experts

[44] - Raider I

[05] - Assault Proton Torpedoes

[04] - Ordnance Experts

[12] - 1 Jumpmaster
[22] - 2 Tie Interceptors
[72] - 4 Fire Sprays
Intel Sweep
Fleet Ambush
Precision Strike
Total = 391
I've been trying to make a fleet that uses Raiders and Ozzel along with Squadrons but few squadron commands. I've played ~4-5 games with this fleet with a few tweaks ... usually trading the assault proton torpedoes for assault concussion missiles. Right now I'm looking for advice and opinions on the fleet.
Raiders
* do they need an ordnance upgrade? So far their major use has been to destroy enemy squadrons and defend my own .. at which they excell. But, I'd like to get some more anti-ship mileage out of them ... for the most part they just fall apart when they engage almost any ship. Likely I'm playing them wrong? I do find the Ordnance Experts pivotal for their anti-squadron role so that stays and APTs add a little bit extra to their potential punch ... not that they punch other ships much.
Gladiators
* Do I need the Insidious Title? I have yet to get a single shot from it but I have been playing against a lot of rebel fleets containing numerous small maneuverable ships.
* What do people think of using Ordnance? Do I need it or should I trade all of them out for say another Fire Spray or something similar?
* Demolisher is great but I view it as a real crutch. I get the majority of my points from this one ship. I'd love to drop it but this is intended to be a competitive fleet list so it really has to stay.
Ozzel
* even after 4-5 games I feel that I'm only now just getting to understand how to use this guy. Sure, he's really straight forward ... up or down 1 extra speed. However, it's knowing when to do this. And I feel that an Ozzel fleet will use different formations and timing than other lists.
Squadrons
* I've been trying to keep the squadrons near the Raiders for defense and for spot Squadron activations on the Interceptors if need be. This has been easier said than done but it worked out well today. Pretty much any squadrons that get near a Raider dies. And the Fire Sprays are great at setting up ships or utilizing the shield holes they make.
So, what changes do people think I should make? Opinions on the fleet?

If you want to use 7 squadrons I would try to fit in the builds that work efficiently.

Running Dengar, Howlrunner, and Interceptors gives you Counter 4 with good squadron placement for those interceptors making you able to bring down much larger squadron forces.

And of course there's Rhymer. With 4 Firesprays... Rhymer allows them to fire much more effectively (medium range). This helps out tremendously when you're trying to pin down a fast corvette or a dying AF.

Imperial squadron heroes are great when combined properly at either taking down enemy ships or large enemy squadron forces.