I'm coming back to Armada after a bit of a hiatus, I can't decide what list I want to settle on. I want to try something new, and I'm realizing my ARQ battery list doesn't work well on the attack. I keep coming up with components of a good list that I want to try, but not a cohesive whole. So, here I am to ask for opinions.
Part I: Twin Gladiators (175 / 189)
GSD-I/II // - Demolisher / Brunsen / Engine Techs / Assault Concussion Missiles / Ordnance Experts
GSD-I/II // - Insidious / Montferrat / Engine Techs / Assault Concussion Missiles / Ordnance Experts
Could be Is or IIs, depending on how much I wanted to give to AA screens. I like the rush offensive power and I want to give ACMs a go again with repeated damage heaped on a target. But Its been a while since I've run a non-demo Gladiator that faced opposition and I don't know how well these will die if a Cymoon, or similar, out-maneuvers me. Ozzel or Screed as commander.
Part II: The Wizard (107)
Interdictor Combat // Heavy Ion Emplacements / Disposable Capacitors / Grav-Shift Reroute
The tank. Could switch to a suppressor and have Targeting Scramblers if one of the other parts (See below) are keeping formation with the Interdictor. Purpose is to contest objectives or setup a safe run for Brunsen. D-Caps with HIEs allows me to reach out and strip shields on a target as they approach. Otherwise, it's there to blunt large ship attacks and sneak in some strikes. It's cheaper than Part IV and more resilient than Part III.
Part III: The Victory (126 max)
VSD-II // Dominator / Minister Tua / Redundant Shields / HIEs (or SW-7s) / Gunnery Teams
Every time I want to make a VSD-centric list, problems keep arising. I saw RedDogRed mentioning Tua with Redundant shields to fuel Dominator and I wondered if it was worth a try. I keep a turbolaser off because 1. points and 2. QBTs often fail me when I need them as the target is often matching my speed by the time my VSDs fire. Ultimately this may lack the staying power necessary to anchor the Gladiators, but it's a VSD combo I want to try.
Part IV: The Imperial (146)
ISD-K // Devestator / Hardened Bulkheads / ECMs / ACMs? / SW7s?
Here it is, the assault heavy that every list needs to succeed in the modern meta. Designed to be scary and gets stronger the more punishment it takes. If I strip out the officers and titles from Part I, Montferrat is going here up until I start ramming something to death.
Thoughts with these combinations;
Part I + II : I debated adding a RDR-II with Dcaps and HIEs to escort the Interdictor, but then I'm left with a 23ish point hole I don't know what to fill with other than a Gozanti. But will I get comfortable enough of a bid? Should I have a stronger anti-fighter element? Going to a RDR-I means it's too close range dependent, even though I'd be using it properly as a screen.
Part I + III: Will the VSD be the weakness of my list, such that someone could plow through the VSD and blow by the GSDs? Of II, III, and IV, this appears to be the weakest. Even the Interdictor could fling rocks in the way of any hostile flight path and spam engineering while the rest of the list works.
Part I + IV : The close-range rush assault list. Get in the enemy's face and destroy them. Won't work against the traditional Rieekan aceholes list, which apart from Demolisher just waits for everyone to enter the killzone before deleting a ship.
Obviously with whatever core I chose I'd be tweaking and trimming upgrades to make it work, or trying to fill in any points gaps with good fighter mixes plus seeing what carrier options I'd have (Thrawn with a handful of fighters to have fighter commands, at least).