Imperial Kontrol
Imperial Control archetype aimed at decisive engagements rather than stalling to rack up points. Will it work well? Trying to avoiding boring/no fun games where I just sit and force my opponent to come to me. I feel that'd drive new players away.
Command 1 ISD (for 3 turns, including 1st turn), super-self regenerating flagship, troll ship, and super boosted fighter wing. Idea is to go second and use trickery to either gain a significant point advantage (AG), engage in an early decisive battle with a split and hampered force (FA), or just have fun with superior positioning (SP)
Author: Parkdaddy
Faction: Galactic Empire
Points: 395/400
Commander: Admiral Konstantine
Assault Objective: Advanced Gunnery
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions
[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Konstantine ( 23 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Engineering Team ( 5 points)
- Phylon Q7 Tractor Beams ( 6 points)
- G-8 Experiemental Projector ( 8 points)
- G7-X Grav Well Projector ( 2 points)
= 144 total ship cost
Gozanti-class Cruisers (23 points)
- Admiral Titus ( 2 points)
- Slicer Tools ( 7 points)
= 32 total ship cost
Imperial I-Class Star Destroyer (110 points)
- Relentless ( 3 points)
- Skilled First Officer ( 1 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Expanded Hangar Bay ( 5 points)
- Heavy Turbolaser Turrets ( 6 points)
- Leading Shots ( 4 points)
= 139 total ship cost
1 "Howlrunner" ( 16 points)
1 Dengar ( 20 points)
4 TIE Interceptor Squadrons ( 44 points)