Hey. Been kicking this list idea around for a bit and figure I'll try it out this week as my first imperial list ever (been rebel for a year or 2 now). So any help or tips would really be appreciated.
List is below with some commentary after it.
Raider Rise
Faction: Galactic Empire
Points: 378/400
Commander: Admiral Ozzel
Assault Objective: Opening Salvo
Defense Objective: Jamming Barrier
Navigation Objective: Navigational Hazards
[ flagship ] Arquitens-class Light Cruiser (54 points)
- Admiral Ozzel ( 20 points)
- Reinforced Blast Doors ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 84 total ship cost
Raider-I Class Corvette (44 points)
- Impetuous ( 4 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Flechette Torpedoes ( 3 points)
= 58 total ship cost
Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Ordnance Experts ( 4 points)
- Flechette Torpedoes ( 3 points)
= 55 total ship cost
Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Rapid Reload ( 8 points)
= 56 total ship cost
Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Slicer Tools ( 7 points)
= 34 total ship cost
Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Expanded Launchers ( 13 points)
= 91 total ship cost
So I'm bidding hard to go first, figuring I need at least an 18 point bid if I want to beat out the other demolisher lists in my area so 22 should almost guarantee it.
The thought was to have 3 main damage dealers, being the arc,demo and the rapid reload raider (went with rapid reload rather than expanded launchers to keep the bid better and to make the side arc much more threatening especially when a C.F. dial gets added in, making the enemy have to make tougher choices about defense tokens hopefully). The other 2 raider's can definitely push out some damage but are designed to really try to tie up enemy squadrons, hopefully being able to last/first activation flechette them then escape (or at least provide the threat of doing that to distract from demolisher).
The gozanti is really there as an area denial ship. If you go near it it will screw with your command dials and mess with your defense tokens. Slicer tools should also help fight against the squads if I can get it near the carriers.
Objective wise if I choose to go second ever (which I very well might versus strategic lists or dual ISD for example) I figure opening salvo should help me more than most opponents as I have 6 ships that can toss dice, meaning an extra 12 black dice. Yes it gives first player some extra dice but it helps me more almost guaranteed. I was torn about blockade run instead (thoughts?) As 6 ships with ozzel could potentially turn into alot of points for me.
Jamming field I chose instead of hyperspace assault (tough call, thoughts please!) As it would let my shorter ranged ships get up close in personal with big ships easier before they can hit me hard. If I swap to hyperspace that rapid reload raider or demo would both be nasty to drop on someone though.
Finally navigation hazards as I haven't tried it yet but with the maneuverability my fleet has I figure it could really help especially versus large ship lists.
Only other issue I have is wanting to swap the glad to a mark 2 for the extra flak to help the squadron fight. Can't see how to do that with keeping the bid high unless I drop suppressor or slicer tools so thoughts on the value of that tradeoff would be really appreciated!
Thanks for reading!