I have linked the battlescribe for the fleet but I will cover as much as I can in detail. 396 pts total
Gladiator II-class Star Destroyer w/ Captain Jonus + Black Squadron
Assault Proton Torpedoes, Electronic Countermeasures, Ordnance Experts, •Demolisher, •Minister Tua
The Demolisher is a must have in almost any fleet build, this is the standard fit and I have added Electronic Countermeasures with Minister Tua to keep the Gladiator alive longer ensuring his brace can always be used.
Captain Jonus complements the Gladiator IIs very well, he makes sure that they get an accuracy to eliminate an enemies brace, this ability also works for the whole fleet as long as he is at distance 1 of Target.
Black Squadron is to stay with Jonus to make sure that he is able to get close and stay alive a little longer to do his job. Or swap him out for a standard bomber if you like.
Raider I-class Corvette w/ Saber Squadron
Flechette Torpedoes, Ordnance Experts, •Agent Kallus, •Instigator
I have started putting this Raider as a standard in almost all of my fleets. It has the potential to completely stop and eliminate an enemies squadrons. 2 black die per Squadron, and 3 for Unique squadrons. You can reroll blank dice and spend crits to activate the enemy squads making them useless. You could fly this thing right into a ball or keep it close by your other ships as defense. If the enemy has no squads then this is still a great close range damage dealer.
Because of the Instigator title, enemy squads will be engaged with the Raider and cannot move, this is perfect for Saber Squadron to follow with a Command Dial and use the Snipe ability while the Raider takes enemy fire, basically giving the Raider an extra 4 dice attack on an enemy squadron each round.
Imperial Star Destroyer Cymoon 1 w/ 2 TIE Fighter + 1 TIE Bomber
Boosted Comms, Gunnery Team, Spinal Armament, XX-9 Turbolasers, •Avenger, •Entrapment Formation, •Grand Admiral Thrawn, •Wulff Yularen
Finally the Cymoon Star Destroyer, with the use of Spinal Armament plus a concentrate fire dial, this ship will throw 7 red dice from the front arc per attack, plus 2 blue at medium range. It can bombard ships with Gunnery Team at long range while your other ships get close.
Accuracies should not be a problem for this ship but Avenger will help if the enemies are forced to spend defense tokens prior to it's attacks on top of that XX-9 Turbolasers will dish out that extra critical effect crippling ships that survive the attack.
Wulff Yularen works hand in hand with Entrapment Formation letting you use it's ability so all ships can adjust their speed each round so Navigate Dial will most likely not be needed after round 1.
That brings us to Grand Admiral Thrawn's amazing ability to give additional command dials for 3 different rounds. Though this has been up to debate, I believe it allows for 2 command dials per ship for the 3 rounds of your choosing, mainly focusing on rounds 2-5, because hopefully you will have won the battle by then but if not you can always save a dial for round 6. This means you can focus on using a Concentrate Firepower and a Squadron dial for those 3 rounds since Navigate will not be needed because of Entrapment Formation and engineering would hopefully not be needed if you are taking out ships fast, but you can always plan some dials for repairs if needed.
ISDs are an easy target for enemy squads to pick at until they are dead thus if the Raider fails to protect this ship then you have a couple TIE Fighters for defense, or if you are kicking ***, then send them in with the left over TIE Bomber and boosted Comms to go do even more damage at long range!
Let me know what you think of my Fleet build with the new Wave 7 Grand Admiral and Cymoon Refit and if any are interested I have many more Imperial Fleets already built!
LONG LIVE THE EMPIRE!
Edited by General6Kracker