Trying my hand to see what kind of things I can do in Wave 3, so without further ado (spoilers are my thoughts about building the fleet):
Imperial I (137)
- Wulff Yularen
- Leading Shots
- XI7 Turbolasers
- Devastator
Devastator thoughts
Basically part an attempt to use Devastator effectively and partly to combo with the other elements of the fleet. With the Gozanti Repair Crews the Devastator can more readily discard its defence tokens, and with Wulff/Tarkin it is capable of replenishing its shields/hull at a good rate.
Other upgrades are a bit more standard about simple damage application (XI7s and LS.)
Victory I (104)
- Agent Kallus
- Gunnery Team
- Quad Laser Turrets
- H9 Turbolasers
- Warlord
Warlord thoughts
Also trying out the Warlord/H9 combo for extremely reliable AS damage, but with Kallus for some potentially nasty Unique squadron hate. Hence the QLTs; possibly landing a 3 damage counter attack sounds funny!
Similarly, the Gunnery Team allows the Warlord to get good AS shots without sacrificing its giant front arc, and H9s are going to be very useful vs ships and the Warlord title will help if I roll a bunch of Red accuracies, or want to make a Red double from a single.
Gozanti Cruisers (65)
- Grand Moff Tarkin
- Repair Crews
Gozanti Cruisers (27)
- Repair Crews
Gozanti thoughts
Primarily additional activations and for Repair Crews, they're also able to leapfrog in some TIEs for early squad lockdown, or throw in the Bombers with a token of the bigger ships are doing other things. Basically, they're support, and thanks to Tarkin they can use Repair Crews any time they do a different command.
TIE Bomber Squadron (x3)
TIE Fighter Squadron (x5)
Squadron thoughts
Not the most inspiring squads, but having run this sort of squadron build before it works reasonably well as a cheap group. The Fighters are reasonably effective with a little push to hit first, or if they are there just to lock out enemies for the Bombers to get a key hit in.
And while the Bombers aren't anything special (and no BCC) just throwing 3 extra black dice at something before you shoot can be really **** handy.
Fleet Value 400/400
Advanced Gunnery
Fleet Ambush
Minefields
Objective thoughts
AG for the ISD firepower, it's pretty standard, though without the points to put Gunnery Teams on my ISD anyway it helps. Though the possibility of Flotillas just running off with their free points could be an issue.
Ambush with Warlord sounds like awesome fun, and is why Tarkin is on a Gozanti (also to spread out targeting priorities.)
Minefields is always useful, though I could see Superior Positions or Dangerous Terrain being good.
Anyway. That's the fleet and why I built it that way. Any thoughts are welcome, and any pitfalls you can perceive would be useful ![]()