Is this viable?

By RedDogReb, in Star Wars: Armada Fleet Builds

Having played a close up, black dice brawler list for a while, I wanted to go to the other end of the spectrum, with lots of red dice.

With my black dice list, manipulation was via Ord Experts on two GSDs plus Screed as Commander. It played 12, won 8, lost 4 (two of those being 5-6 recently in my first competition).

With this list I have red dice manipulation via krennic and LTT on the Cymoon, TRC on one Arq and LTT on the other. There is also Intensify Firepower for help across the board.

One of the Gozantis can feed Intensify Firepower, the other Comms Netting tokens where needed.

If my dice fail me completely, I have the option of using DV on one of the Gozantis. But hope fully not on Krennic!

Speed will be slow to keep range open as long as possible. In mid game, likely need to increase speed to open up range again.

Also three squads to keep any enemy squadrons 'honest' (hopefully!).

Would welcome any thoughts or suggestions.

Thanks.

Cymoon 1 Refit (112 + 69: 181)
+ Grand Admiral Thrawn (32)
+ Director Krennic (8)
+ Gunnery Team (7)
+ Intensify Firepower! (6)
+ Linked Turbolaser Towers (7)

+ Spinal Armament (9)

Arquitens-class Light Cruiser (54 + 9: 63)
+ Captain Needa (2)

+ Turbolaser Reroute Circuits (7)

Arquitens-class Light Cruiser (54 + 9: 63)
+ Admiral Titus (2)

+ Linked Turbolaser Towers (7)

Gozanti-class Cruisers (23 + 3: 26)
+ Darth Vader (1)

+ Comms Net (2)

Gozanti-class Cruisers (23 + 2: 25)

+ Comms Net (2)

Ciena Ree (17)
Valen Rudor (13)

Saber Squadron (12)

Opening Salvo
Planetary Ion Cannon
Solar Corona

Dual turbolaser turrets are going to serve the 2nd arquitens better. (It's a stronger upgrade unless you are flat out terrified of squadrons, and unlike the cymoon the arq doesn't have to worry about something else hogging the mod slot)

The strength of the linked turbolaser towers is that they don't eat up your mod slot, other than that they're (mostly) slightly worse than good ol' Dtt's.

I also might switch the spinal armament for xi7's (but that's more my personal preference).

Also, those arquitens might disintegrate under opening salvo; my experience of playing arq's with this objective is that they just can't take the extra heat. Your mileage may vary, but I'm not sure how well that objective will work for you

That's the only holes I can spot, you may identify some concerns after a couple of games, but I can't see anything else I'd tinker with before playing a few games with it.

@namdoolb thanks. I had thought about XI7's. I'll try spinals first, but XI7s might be better.

I'll think about the Opening Salvo. As second player I was hoping that the first players red dice wouldn't be too much of an issue.