Hello all...
I've been tinkering with a squadron-less Imperial list for a while now. I took a variation of this list to Gencon and came in 18th. I played in an OP kit event yesterday with 7 players and took 2nd, tabling a dual-Liberty list (400-0) and going 8-3 against a Liberty/MC30/CR90/Torpedo Frigate list. I lost 3-8 versus a BTVenger/Demo list. I took out BTVenger, a Raider and a Gozanti, but went down too quick to take out Demo and the other Raider... especially using side and rear arcs.
Every single time I've played the list, I've been given 2nd player. Usually, I get Solar Corona to play.
- 400 Points
-
Gladiator I-class Star Destroyer w/Admiral Motti
- Insidious Title
- Minister Tua w/Reinforced Blast Doors
- Projection Experts
- External Racks
- Ordnance Experts
-
Victory II-class Star Destroyer
- Engineering Captain
- Disposable Capacitors
- Dual Turbolaser Turrets
-
Victory II-class Star Destroyer
- Engineering Captain
- Disposable Capacitors
- Dual Turbolaser Turrets
-
Victory II-class Star Destroyer
- Engineering Captain
- Disposable Capacitors
- Dual Turbolaser Turrets
- Advanced Gunnery
- Contested Outpost
- Solar Corona
The Victories are pretty straightforward. Deployment is pretty important with this list, which is good because most people are going to look at Advanced Gunnery and Contested Outpost and almost immediately give you Solar Corona. Over the course of 7 tournament games with this list, I played Solar Corona as 2nd player 5 times. Solar Corona, of course, allows you to deploy your fleet after the 1st player has deployed theirs. I run the Vics in formation, occasionally intentionally ramming each other to maintain an effective speed 0 for a better shot next round. The intentional ram damage isn't really an issue since I have Engineering Captains and Motti. Plus, I have Insidious.
Insidious's job is to hang out behind the Vics and feed shields forward using Projection Experts and constant Engineering Commands. Glads are generally tough enough to take a single shot from one of those fast little ships that sneak around the back. Somewhat situational, but after they take their shot and run past, I use Insidious, External Racks and Ordnance Experts to roll 6 re-rollable black dice at medium range into their soft rear arc. I could probably spend those points elsewhere, but it's working for me. Insidious hurts them and then Vic rear/side arcs finish them off.
This list deals a ton of focused damage and is extremely durable. Even a perfectly positioned Boarding Troopers/Avenger ISD-I with a first activation/dual arc shot won't necessarily one shot a full health Motti Vic. First turn Nav tokens, second turn Engineering tokens, 3rd-6th Concentrated Fire (swappable to Engineering via the Engineering Captain if needed). Assuming I start taking real damage at turn 3, I have potentially 18 Engineering points per Vic to use plus a total of usually 4-6 shields I can feed forward with Insidious. I feed forward to whichever Vic needs it. I played one game where an ISD-I fired into a Vic's front arc and rolled and insane 12 damage. Solar Corona took away the only Accuracy. I braced to 6, redirected 1 to the side, lost my front three shields and took a hit and a crit. I then activated Insidious who fed two shields forward to the front arc. Another enemy ship activated and fired at a different Vic. I then activated the first Vic and used the Engineering Captain plus a token to heal the hit and crit. I took a 12 damage shot and by the end of the round, I had a shield damage each on the front and far side with no damage cards. Happens all the time with this list.
The major weakness that I've seen is massed bombers. The upside is that the bombers are only going to kill one Vic... and that Vic is going to get to fire off a couple of really good shots before going down. Having said that, I've won two games against Rebel bomber lists. They were close wins, but still wins. Two Vics is slightly less than half of my list. If I can kill 198 points of your stuff as second player and only lose two Vics, I win the game. With a Rebel bomber list, that generally feels like killing "the big ship" and one of the little ships.
I've also had people call the Engineering Captain a "training wheels" card and tell me that I should just learn to pick my dials right to recoup the 18 points. Well... I'll say that it's nice being able to pick between Concentrated Fire and Engineering from round 3 forward. It's also nice to know that I don't care about any of the crit effects or opponent effects that mess with my dials. You're giving me a squadron command? Awesome, I'll take Engineering and give myself an extra couple of shields for you to chew through.
Thoughts on how I can improve this?
Edited by KrisWall