Here is a list I a. Thinking about for tournaments and I want all you other armada junkies to tear it apart and help me find the flaws. The concept is to control movement, the fighters are throw away assets to tie up my opponents squadrons and kill any ship with Intel so I can go back to teeing up the squadrons again. The engineering captains are there to combat possible slicer tools. I had wolf in the first iterations but if my dial on the Interdictor is getting messed with it wont help to support the Vic's.
With constant repair dials I can repair 25% of the Vic's hull point per turn and replace two shields courtesy of the Dictor. So let me have it!
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The victordictor
Faction: Galactic Empire
Points: 389/400
Commander: Admiral Konstantine
Assault Objective: Advanced Gunnery
Defense Objective: Fleet Ambush
Navigation Objective: Dangerous Territory
[ flagship ] Interdictor-class Combat Refit (93 points)
- Admiral Konstantine ( 23 points)
- Interdictor ( 3 points)
- Engineering Captain ( 6 points)
- Projection Experts ( 6 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Leading Shots ( 4 points)
- G-8 Experiemental Projector ( 8 points)
= 149 total ship cost
Victory I-Class Star Destroyer (73 points)
- Engineering Captain ( 6 points)
- Ordnance Experts ( 4 points)
- Phylon Q7 Tractor Beams ( 6 points)
- X17 Turbolasers ( 6 points)
- Assault Proton Torpedoes ( 5 points)
= 100 total ship cost
Victory I-Class Star Destroyer (73 points)
- Engineering Captain ( 6 points)
- Ordnance Experts ( 4 points)
- Phylon Q7 Tractor Beams ( 6 points)
- X17 Turbolasers ( 6 points)
- Assault Proton Torpedoes ( 5 points)
= 100 total ship cost
5 TIE Fighter Squadrons ( 40 points)
Point bid it to ensure going first