Corellian Conflict starting fleet

By Hockeyzombie, in Star Wars: Armada Fleet Builds

I was thinking of using this as my initial fleet in a CC campaign.

Victory I

-Admiral Screed

-Assault Concussion Missiles

Gladiator I

-Assault Concussion Missiles

Gladiator I

-Assault Concussion Missiles

Gladiator I

-Assault Concussion Missiles

Morna Kee

Dengar

Darth Vader

Mauler Mithel

TIE Fighter x2

Objectives are not set in stone but I'm thinking Advanced Gunnery, Fleet Ambush, and Superior Positions. AG seems like a no brainer when I have a Victory-class and Fleet Ambush could let me hammer a ship with my Gladiators while the rest of the Rebel fleet is scrambling to close in. Superior Positions because I have had a lot of success circling around enemy ships with my Gladiators.

My main concerns are the lack of fighter coverage and my helplessness at range. My fighters could struggle against 133 points of fighter-bombers because if I spread out enough to engage them all I'll rapidly lose my squadrons. I think I'd have to send the whole group in to smash the opposition before pouncing on the next group of fighters, which could mean handing over a lot of free bombing runs to my opponent. I also have a lot of uniques at risk if thing go sideways. The temptation to replace them all with 9 Interceptors is there but I've seen how troublesome those defense tokens can be.

The short range could be an issue but it's not as concerning to me. I'm confident I can keep my Gladiators alive long enough to punish anyone that shot them from medium-long range. Still, those are turns where the Rebels are shooting that I'm not.

The other Imperial fleet is not planned yet but it will likely involve Tarkin on an Interdictor. I like the idea of trying to smash up Rebel fleets with this list here and then using the Interdictor to hold scarred ships in place for the kill.