I have been playing a 2 Gladiator 3 Raider fleet build, and while it is a good fleet, and I have had great success with it at tournaments I am getting a bit bored running it, and want to try a different variation to see if they can work just as well.
So I have 3 fleet builds, all slightly different, with the same 5 ship build, one of the additional reasons to change it up, was my current choice build struggles with a Rieekan + lots of Rebel Aces.
Onto to the choices :
Fleet One :
VSD I : Admiral Screed : Slaved Turrets : APT
VSD I : Slaved Turrets : APT
GSD I : Ordnance Experts : Engine Techs : ACM : Demolisher
Raider I : Ordnance Experts : APT
Raider I : Ordnance Experts : APT
385pts (Precision Strike / Fire Lanes / Superior Positions)
The idea here to use the VSD's to give long range fire support, the usual build is very lacking in this area, everything happens at close range, so two VSD's with Slaved Turrets can add a decent amount of firepower at a distance. (the APT's were added to the VSD's to get the points to 385, wasn't expecting much from them.)
Fleet Two :
ISD II : Admiral Screed : Captain Needa : ECM : Overload Pulse : XX-9 Turbolasers : Avenger
Raider I : Ordnance Experts : APT
Raider I : Ordnance Experts : APT
Raider I : Ordnance Experts : APT
Raider I : Ordnance Experts : APT
385pts (Advanced Gunnery / Fire Lanes / Superior Positions)
This was a can Avenger/OLP work idea, low bid, and 5 ship activations should allow me to position the ISD II to double arc, triggering its own OLP with the side arc, then unloading the front arc, I never liked the idea of using two ships to try and set up the double tap, previous experience with AG and an ISD II as player one has shown me its not difficult to get the double arc set up, that being said even 8 dice with no def tokens is going to struggle to kill a full health MC80/ISD.
Fleet Three :
Raider I : Admiral Screed : Ordnance Experts : APT
Raider I : Ordnance Experts : APT
Raider I : Ordnance Experts : APT
GSD I : Ordnance Experts : Engine Techs : APT : Demolisher
ISD I : X-17 Turbolasers : Relentless
387pts ( Precision Strike / Fire Lanes / Superior Positions)
Adding a ISD I to have something than can live through a round of 3 double firing Rebel Aces, basically using the ISD I to power into the squadrons, take the hits, and murder Yavaris, I struggled against Rieekan (MC80-Independance-Raymus/Yavaris/Tantive4 with Luke/Wedge/Dutch/Keyan/Jan/2xB-Wing) in my 2nd to last tournament, they had enough damage output to kill any of my ships fairly easily, so I figured adding a large ship would negate this, and allow me to get through the screen of Aces.
Any and all thoughts/ideas/feedback would be greatly appreciated.