Gozanti-class Cruiser (40)Targeting Coordinator (4)Docking Clamps (0)Engine Booster (3)Vector (2)Raider-class Corvette (Fore) (50)Assault Missiles (5)Sensor Team (4)Raider-class Corvette (Aft) (50)Weapons Engineer (3)Ion Pulse Missiles (3)Quad Laser Cannons (6)Gunnery Team (4)Ordnance Tubes (5)Saber Squadron Pilot (21)Saber Squadron Pilot (21)Saber Squadron Pilot (21)Saber Squadron Pilot (21)"Whisper" (32)Veteran Instincts (1)Advanced Cloaking Device (4)Total: 300I feel like its a bad idea... good against low PS swarms and thats about it. but it sure loosk fun
Wow, that's gutsy. I would be nervous to run that, but the way things interact, there is a chance it could work. You'd have to maneuver to tempt your opponent to split fire between the two huge ships, because one round of firing from 300 points worth of ships is enough to cripple the fore-section of the Raider, or completely remove the Gozanti. Your TIE interceptors are fragile, but I've found that it isn't too hard to choose a place to launch them where they won't take any fire that round. As such, they could do some serious work. It's a little too straightforward for my tastes. I need a little pizzazz in my Epic squad to get me really excited. I'm still trying to tinker with the Imperial huge ships to find a squad I like that uses both.
I'm finding better synergies with the rebels.. .but thats just due to my experience with them. I've rarely flown imperials... but the chance to field a Raider is way too hard to pass up. Epic's don't happen often, and that ship is just amazing to see in action. I'm sure I'll come across one...
I feel I could build a more competitive fleet with the CR90 or rebel Transport... but I don't know if it would be as much fun. The problem I'm seeing is balancing action economy and energy. You can only take 2 target locks per turn using the crews so does it make sense to run 3 missile tubes? I also think the rebel crew is much more point efficient. Having crit modifiers from other pilots and abilities stacking up is fun too.