This will be the first wave 7 list I try...
Name: Tarkin
Faction: Imperial
Commander: Grand Moff Tarkin
Assault: Station Assault
Defense: Contested Outpost
Navigation: Dangerous Territory
ISD Cymoon 1 Refit (112)
• Grand Moff Tarkin (38)
• Captain Brunson (5)
• Intensify Firepower! (6)
• Gunnery Team (7)
• XI7 Turbolasers (6)
• Quad Battery Turrets (5)
• Sovereign (4)
= 183 Points
Gozanti Assault Carriers (28)
= 28 Points
Arquitens Command Cruiser (59)
• Engine Techs (8)
• Quad Battery Turrets (5)
= 72 Points
Arquitens Command Cruiser (59)
• Engine Techs (8)
• Quad Battery Turrets (5)
= 72 Points
Squadrons:
• Ciena Ree (17)
• Valen Rudor (13)
• Mauler Mithel (15)
= 45 Points
Total Points: 400
Tarkin Gives CF tokens every turn but turn 1. Then Sovereign uses the token for Intensify Firepower! while the Arquitens flip them for Nav. The Gozanti flips for Squadron while needed.
All the Objectives keep obsticals close which is why I have Brunson. If I am second player I will go Speed 1 for QBT on Sovereign and the Arquitens. The Arquitens use the Nav tokens for Engine Techs.
The Arquitens run CF dials from turn 2 on, with QBT they should be able to throw 3 Red and 2 blue at long range against most ships and if my opponent wants to go speed 1 to avoid QBT then I have a bunch of Red dice to pepper then with while they creep in.
Squads are just a defensive screen or for going after Relay squads if my opponent is trying to control squads at long range.
The things I go back and forth on are...
1. The Gozanti, I could switch it to the cheaper version with Comms net and DCaps but I just can't see either being necessary.
2. Then the obvious switching Brunson out for Strategic Advisor but I want to see how effective Brunson will be.