Many thanks to @JJs Juggernaut for working me through my first VASSAL game, made all the shorter by tabling me on Turn 3. I've done my best to take his advice, and have the rough outline of a fleet I'd like feedback on.
1 •
Arquitens
-class Command Cruiser - Damage Control Officer (5) - Nav Team (4) - XI7 Turbolasers (6)
• Total : 74
2 •
Arquitens
-class Command Cruiser - Damage Control Officer (5) - Nav Team (4) - XI7 Turbolasers (6)
• Total : 74
3 •
Arquitens
-class Command Cruiser - Damage Control Officer (5) - Nav Team (4) - XI7 Turbolasers (6)
• Total : 74
4 •
Gozanti
-class Cruisers - Admiral Motti (24) - Comms Net (2)
• Total : 49
5 •
Gozanti
-class Cruisers - Comms Net (2)
• Total : 25
6 •
Lambda
-class Shuttle (15)
• Total : 15
7 • Captain Jonus TIE Bomber Squadron (16)
• Total : 16
8 • TIE Defender Squadron (16)
• Total : 16
9 • TIE Defender Squadron (16)
• Total : 16
10 • Darth Vader TIE Advanced Squadron (21)
• Total : 21
11 • Saber Squadron TIE Interceptor Squadron (12)
• Total : 12
Close-Range Intel Scan/Capture the VIP/Dangerous Territory
Total 392/400
JJ specifically suggested Enhanced Armament, but that's a bit pricey, so I'm curious what the math of the tradeoff here is. I know I can make EA fit, but it requires swapping Vader for either Strom or a regular Advanced/Tempest, and blowing most of the bid out the window. The intent is that most of the time the Arqs run squadron command to synergize with their fires, and the Gozanti s feed tokens to power Nav Team shenanigans. Since I only have two Gozanti s, I'm considering Commandant Aresko over a DCO on one ship, but that means one Gozanti has to be a fair bit closer to the action. Tangent to that is the question of commander, namely is Nav Team on these ships good enough to justify Motti over Jerjerrod? Reinforced Blast Doors over DCO is also a burning question, since Arqs aren't the most survivable Imperial combatant. And if anyone has issue with the squadron lineup, I'm more than happy to hear it. Thanks guys, I appreciate it.