Which Thrawn list?

By Kylemcph240, in Star Wars: Armada Fleet Builds

Hi guys,

I'm getting ready for a tournament next week and I need help finalizing a list to take. Here are the 2 options that I am debating between.

Name: Blue double gladiator copy
Faction: Imperial
Commander: Grand Admiral Thrawn

Assault: Station Assault
Defense: Hyperspace Assault
Navigation: Dangerous Territory

Gladiator I (56)
• Ordnance Experts (4)
• Engine Techs (8)
• Assault Concussion Missiles (7)
• Demolisher (10)
= 85 Points

Gladiator I (56)
• Ordnance Experts (4)
• Engine Techs (8)
• Assault Concussion Missiles (7)
= 75 Points

Imperial II (120)
• Grand Admiral Thrawn (32)
• Strategic Adviser (4)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
= 173 Points

Squadrons:
• Howlrunner (16)
• Mauler Mithel (15)
• Valen Rudor (13)
• Saber Squadron (12)
= 56 Points

Total Points: 389

Or

Name: Blue ISD2 quasar
Faction: Imperial
Commander: Grand Admiral Thrawn

Assault: Station Assault
Defense: Hyperspace Assault
Navigation: Dangerous Territory

Gladiator I (56)
• Ordnance Experts (4)
• Engine Techs (8)
• Assault Concussion Missiles (7)
• Demolisher (10)
= 85 Points

Imperial II (120)
• Grand Admiral Thrawn (32)
• Strategic Adviser (4)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
= 173 Points

Quasar Fire II (61)
• Agent Kallus (3)
• Flight Controllers (6)
• Boosted Comms (4)
= 74 Points

Squadrons:
• Howlrunner (16)
• Mauler Mithel (15)
• Valen Rudor (13)
• Saber Squadron (12)
= 56 Points

Total Points: 388

The list with the quasar will give my squadrons more support but I am sacrificing some significant ship killing firepower. What are your thoughts on this?

List 1 : If you have two sets of ACMs in a fleet you are abrading away a lot of enemy shields so the XI7s on the ISD don't really fit. So I would drop XI7s and take Gunnery Teams on the Imperial. Howlrunner is good if you have 4+ swarm squadrons and preferably a little escort to keep her around for at least 2 turns. Mauler Mithel too is good with a little escort and a source of intel to get the second ramming attack. With Thrawn giving you 8 squadron activations on turn 2 or 3 (assuming you don't loose a Glad that is) I would look at Howlrunner and lots of TIE-F or TIE-Int. Drop ETs on the non Demolisher to get more. SFOs are fun on GSDs to plot alternate Nav/CF dials but with Thrawn I suppose you can do without.

List 2 : Only one set of ACMs so XI7s could stay but GTs are still great on ISDs. Now you really have to get more use out of the squadrons to justify the firepower reduction of loosing the GSD. Quasar 1 to get more points for squadrons. Drop Kallus and the ETs from Demolisher too. Now you have 74 to spend on squadrons. Again benefit from 1 or 2 squadron dials from Thrawn to activate large numbers of cheap TIEs say Howlrunner 3 TIE-Int & 3 TIE-F or eat into the bid a little for more. After turn 3 you will have lost some squadrons so the Quasar itself can control the remainder.

42 minutes ago, Mad Cat said:

List 2 : Only  one set of ACMs so XI7s could stay but GTs are still great on ISDs. Now you really have to get more use out of the squadrons to justify the firepower reduction of loosing the GSD. Quasar 1 to get more points for squadrons. Drop Kallus and the ETs from Demolisher too. Now you have 74 to spend on squadrons. Again benefit from 1 or 2 squadron dials from Thrawn to activate large numbers of cheap TIEs say Howlrunner 3 TIE-Int & 3 TIE-F           or eat into the bid a little for more. After turn 3 you will have lost some squadrons so the Quasar itself can control the remainder 

I still don’t think it’s worth it. That’s about a third of the list that’s practically useless if they don’t bring their own squads. “I brought a Quasar” means “I have a plan for how my squads will consistently help me win.” It’s just too much of an investment otherwise.