Because the upcoming Regional hasn't come and gone, I find myself constantly reviewing and tweaking my planned list. It's not meta defining, and I'm not anticipating winning at all, but I was still hoping for some feedback on the following list, especially in regards of taking to a competitive event:
Droid Hunters (Screed & Gladiator Reference, eh, eh?)
Faction: Galactic Empire
Points: 396/400 (I don't anticipate getting first player often, but maybe the init bid isn't terribly high in the local meta -- I've no idea)
Commander: Admiral Screed
Assault Objective: Most Wanted (Open to reasonable suggestions)
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions
[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Avenger ( 5 points)
- Gunnery Team ( 7 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- SW 7 Ion Batteries ( 5 points)
Role: Engage at mid-range, alternate between squad & repair commands, depending on enemy's target. Use SW 7 to capitalize on the below Raider's Ion Pulse. Ideally, the ship will be using the small squadron force to double down on targeted areas.
Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Intel Officer ( 7 points)
- Engine Techs ( 8 points)
- Assault Concussion Missiles ( 7 points)
Role: Nothing surprising here, I think. Flank, rush, or objective depending on match.
Raider-II Class Corvette (48 points)
- Ruthless Strategists ( 4 points)
- Overload Pulse ( 8 points)
Role: If we run into enemy squadrons, stays nearby to sink some potshots. Main goal is to get that Overload Pulse (w/ Screed support) to exhaust enemy tokens. To accomplish this, will hang back until it can definitely fire before being shot at in an engagement.
Concern: I'm spending too many points between the ISD and the Raider for a combo that might be crushed too early on. I hope to mitigate this by offering too many targets, but I imagine the Raider will always be an obvious shot.
1 Major Rhymer ( 16 points)
1 TIE Advanced Squadron ( 12 points)
1 Boba Fett ( 26 points)
1 Dengar ( 20 points)
Role: Variable. Ideally, it is used to lob dice at ships, though the TA, Fett, and Dengar can swing as anti-squadron support as needed. In the face of overwhelming squadron enemies, more or less a suicide squad to delay/chip away at enemy fighters. This group is SUPER PUMPED if folks follow a "no squadron meta", though I suspect that's unlikely.
Concern: I'm struggling with going more generics over the above, but feel like this mini group has decent enough options without requiring additional squadron command support.
... Would love any feedback folks would be interested in providing! I've only bought one of each Imperial Ship, the core, 2 Imp squadrons, and 1 rogues & villains, so that's what I'm working with!
Edited by ArbitraryNerd