As the title states, I don't get to play this game very often. Which is kinda on me and kinda on my schedule. So I haven't been able to play a game since Gencon in August, and just decided that I'm going to a regional on Thanksgiving weekend. Go go lack of practice! In general, I'm not very practiced in the game, and extremely lacking in the second level squadron play. I have one of each Imperial release (and 2 Gozantis). I'm probably going to get in one or two games between now and the regional, so I don't want to waste them on a complete trash "lawls you lose" build. The easy solution would be to keep modifying what I ran for Gencon (and still might go back to that idea), but wanted to get opinions on a completely random list.
ISD2 w/ Motti, Intel Officer, Gunnery Team, ECM, Leading Shots, XI7, Avenger
Interdictor Suppression w/ Wulff, Dcaps, Targeting Scrambler, G8, SW7, Projection Experts, Interdictor
Raider 1 w/ Tua, Quad Lasers, Flechettes, Impetuous, Cluster Bombs
TIE Interceptor x2
TIE Fighter x1
Capture the VIP, Most Wanted, Minefields
400pts
The theory craft in my head says that with the help of the Interdictor, the ISD will be *very* difficult to kill. Wulff Yularen means that I always have an engineering token (worth 3 points). Coupled with Projection Experts, that means that I can move 2 shields from the Interdictor to the ISD every turn (or Raider when needed) - or at least until I run out of shields myself. But with 6 points to spend when I use an engineering command, I get 3 shields back (plus move 2 of those to the ISD). And then the scrambler should help minimize those harmful double icon rolls, and since it's during defensive token stage, accuracy icons are as good as a blank, so there's no downside. I'm concerned with ships being more evasive than me, thus the G8 should help line up the necessary shots. Meanwhile, the ISD does what ISDs do, dumping tons of dice. And the Raider is the anti-squadron support. I figured that since it doesn't really live that long, having a few squadrons myself to screen it would probably be a good thing. I'm going with the Interceptors over the Fighters due to the Counter 2 that they have. The Quad Lasers give the Raider counter 1 as well for when its 3 fighter screen dies. Flechettes should help minimize the incoming damage from the squadrons since I don't really have the firepower to kill them, and the cluster bombs are the thing that I'm least sure of, but could be a decent burst to an ace squadron that I need to clear from the table. So, with all of that said, I'm thinking the strategy would be that I don't have the firepower to kill big targets... let the fat pickles go. Meanwhile, they don't have the firepower to kill me either. I'll have to go after the AF2 and the MC30s and Gladiators etc. to get up on points, basically aiming for a 7-4 win or so. Capture the VIP should basically give me 50 bonus points... if they kill the ISD I'm going to lose anyways, so it doesn't matter that they get 50 more points. Same thing with Most Wanted - if they're killing the ISD they're winning, so I make it the MW, and hopefully make their AF2 a 70pt bonus. Minefields is what I'm least sure of, but it might be helpful for cutting off some of the escape routes of nimble fleets (though I wouldn't expect they would ever choose that because of that).
So, what are the glaring flaws in my logic? I realize that I'm betting on basically killing a single (or two) 75-100pt ships, and hoping that my defenses are strong enough to withstand only losing the Raider and 3 squadrons. Is that flawed logic? Do you think that I'll be unable to accomplish that? I'm not 100% sold on those cluster bombs either, would I be better off spending those 7 points elsewhere?
For reference, my Gencon list (which I have some changes I want to make if I continue playing it) was:
ISD2 w/ Jerry, Skilled FO, Gunnery, RBD, Leading Shots, Spinal Armament, Relentless
GSD1 w/ Ordnance Experts, Engine Techs, APTs, Demo
Raider1 w/ External Racks
Gozanti w/ Jamming
Gozanti w/ Comms
Howlrunner
TIE x4
Most Wanted, Fire Lanes, Superior Positions
400pts