Feedback on a Thrawn list

By Kylemcph240, in Star Wars: Armada Fleet Builds

Hey all,

I had an idea for a list and I was hoping to get some feedback on it.

Faction: Imperial
Commander: Grand Admiral Thrawn

Assault: Advanced Gunnery
Defense: Fleet Ambush
Navigation: Superior Positions

Gladiator II (62)
• Ordnance Experts (4)
• Engine Techs (8)
• Assault Proton Torpedoes (5)
• Demolisher (10)
= 89 Points

Gladiator II (62)
• Ordnance Experts (4)
• Engine Techs (8)
• Assault Proton Torpedoes (5)
= 79 Points

Imperial II (120)
• Grand Admiral Thrawn (32)
• Strategic Adviser (4)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
= 180 Points

Squadrons:
• 4 x TIE Interceptor Squadron (44)
= 44 Points

Total Points: 392

I chose glad 2's get hopefully get an accuracy to lock down braces. I thought Thrawn would work well with this list because the Glads could nav every turn and I could still get the odd CF command in as well. I'm not entirely sold on the second glad though and I am wondering would I benefit more from trying to squeeze a couple raiders into this list.

Thoughts?

Glad-IIs: They are ok if you use their strengths. You need an accuracy with the flank shot and alas that is only 1 in 8 chance through you could CF dial or token to double those odds. Taking Captain Jonus as one of your squadrons could be a good option to guarantee the red accuracy then use CF commands to add in more re-rollable black dice. You would then need a little intel to help Jonus get where he is needed. Kallus is good on Demolisher if it is a GSD-II or SFOs. If you don't go for Jonus save points with 2 GSD-Is. You can also ditch engine techs if you need to on one or both.

ISD-II: classic load out.

Squadrons: These are fine. For the Jonus option take Jonus, Jumpmaster and 2 TIE-F (also for 44 points) or spend more points getting the interceptors back if you dropped a set of ETs for example. Black squadron or Zertek may be good to keep the Jumpmaster alive but I think you will only need Jonus on 1-2 crucial turns anyway so you could do without.

Objectives: Advanced Gunnery isn't great as the ISD can't benefit due to the word "cannot" on the Gunnery team upgrade. You could make one of the GSDs the objective but some opponents (Ackbar, BT Avenger) will love it more than you. Station Assault , Targeting beacons or even Blockade Run could be better. Fleet Ambush can catch you out as enemies place one Gozanti in the normal deployment zone and two ISDs very close to your fleet for example. Hyperspace Assault is deadly with Demolisher, Planetary Ion Cannon is always fun to add extra firepower and strain enemy defence tokens. If you face a bomber or a Sloane list Superior Positions can be a disaster. Solar Corona or Dangerous Territory.

2 minutes ago, Mad Cat said:

Objectives: Advanced Gunnery isn't great as the ISD can't benefit due to the word "cannot" on the Gunnery team upgrade. You could make one of the GSDs the objective but some opponents (Ackbar, BT Avenger) will love it more than you. Station Assault , Targeting beacons or even Blockade Run could be better. Fleet Ambush can catch you out as enemies place one Gozanti in the normal deployment zone and two ISDs very close to your fleet for example. Hyperspace Assault is deadly with Demolisher, Planetary Ion Cannon is always fun to add extra firepower and strain enemy defence tokens. If you face a bomber or a Sloane list Superior Positions can be a disaster. Solar Corona or Dangerous Territory.

I completely forgot about captain jonus. I will have to try to squeeze him in somehow

for advanced gunnery I was thinking of using the Demolisher for that purpose. I originally had a couple defenders in the list and I think I forgot to change the blue objective. I mainly picked these objectives because I am more familiar with them. I will have to give hyperspace assault a try with this fleet and see how it goes.

Overall do you think The Glad 2s are ok? would It be better to have them as glad 1s or possibly drop one for a couple raiders?