So I've only played rebels and this will be my first imperial fleet. The goal is to force my opponent to come to me, or to have such a tactical advantage that when going to them all I need is knock and they will disperse. Open to critiques ![]()
This fleet depends on its objectives. Contested Outpost forces my opponent to come close to my Vics. I chose not to have gunnery teams on my ISD for those times when my opponent chooses Advanced Gunnery (maybe he has an MC80). So with advanced gunnery my ISD can pretty much one shot any smaller ship. Superior Positions is the objective I'm not super pleased about but I think that if I can get enough damage through before my opponents get behind me that it's worth it. Open to other objective selections.
I put Enhanced Armament on my Vics instead of XI7's because I want them to have more damage output when they're being outflanked. The squadrons are there to distract enemy bombers long enough to blow up their escorting ship. If the opponent has very few squadrons, all of mine have black dice against ships so they're not useless.
Knock Knock
Faction: Galactic Empire
Points: 400/400
Commander: Admiral Motti
Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions
[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Motti ( 24 points)
- Relentless ( 3 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
Victory I-Class Star Destroyer (73 points)
- Gunnery Team ( 7 points)
- Enhanced Armament ( 10 points)
Victory I-Class Star Destroyer (73 points)
- Gunnery Team ( 7 points)
- Enhanced Armament ( 10 points)
1 Dengar ( 20 points)
3 TIE Advanced Squadrons ( 36 points)