So with a lot of my local meta going very low on the bids to get 1st turn ( seeing 15-20 point bids regularly ) and running lots of Demolisher lists, i'm looking for things outside of the box. I've had a fair few ideas on fleet design both Imperial and Rebel to go second to mix things up.
I'm curious on how others approach this and what conclusions they have come to.
I'l post a few of my fleets to show some of my thinking
Faction: Galactic Empire
Points: 400/400
Commander: Admiral Ozzel
Assault Objective: Precision Strike
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions
Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Wulff Yularen ( 7 points)
- Nav Team ( 4 points)
- Expanded Launchers ( 13 points)
Gladiator I-Class Star Destroyer (56 points)
- Intel Officer ( 7 points)
- Engine Techs ( 8 points)
- Expanded Launchers ( 13 points)
[ flagship ] Gladiator I-Class Star Destroyer (56 points)
- Admiral Ozzel ( 20 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Concussion Missiles ( 7 points)
1 Major Rhymer ( 16 points)
6 Firespray-31s ( 108 points)
Idea here is to sit back speed 0 and let your opponent come to you all the while hitting them with bombers if they have little or no fighter cover then suddenly burst forward using Ozzel to engage the enemy.
Faction: Rebel Alliance
Points: 396/400
Commander: Admiral Ackbar
Assault Objective: Advanced Gunnery
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions
Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
[ flagship ] MC80 Command Cruiser (106 points)
- Admiral Ackbar ( 38 points)
- Home One ( 7 points)
- Electronic Countermeasures ( 7 points)
5 YT-2400s ( 80 points)
Same principle here letting them come onto you using Home One to throw down accuracies to hep your AF's hold down braces etc whilst the YT's clear the fighters/ bombers and then switch to anti ship duties.