RussanoGreenstripe 1 Posted July 15, 2015 (edited) This is my first real stab at a 300-point list constructed team. I'm mostly building off of my experiences running beginner box games and 180-point lists, while not going too crazy on my purchases. My goal is to play offensively, pressing forward with the Vic while the Gladiator flanks and my fighters keep enemy squadrons away from the main thrust of my fleet.Victory-II Class Star Destroyer (86, 126 w/upgrades) Tarkin (38) Defensive Liason (3) Gladiator-I Class Star Destroyer (56, 86 w/upgrades) Gunnery Team (7) Expanded Launchers (13) Demolisher title (10) Darth Vader TIE Advanced (21)Soontir Fel TIE Interceptor (18)Howlrunner TIE Fighter (16)TIE Interceptor x3 (33)Objectives: Advanced Gunnery, Fire Lanes, Superior PositionsThe Vic-II is a fantastic brick thanks to the combination of Tarkin and the Defensive Liason. Having an effective 5 engineering points whenever I like means it's very hard to knock it off the table, even when assigning my command dials to Concentrate Fire every round. For the most part, I've basically just flown this thing right at the enemy formation and dared them to engage it head-on. It can camp an objective pretty well, too.The Gladiator, on the other hand, is a scary flanker if flown correctly. The upgrades on it synergize very well - you can throw 6 black dice at a ship, move, then throw six more black dice at another ship in the same activation. Nowhere near as sturdy as the Vic, though, so it relies on stalking outside the main engagement before it can charge in and start pounding things with its missiles. If it doesn't get the jump, it folds hard.Vader + Fel is a nasty little combo. The Advanced is the only Imperial squadron with Escort at the moment, and Vader's two Brace tokens means he can stick around a good while and give Fel more opportunities to activate his special ability. Generally, I try to hunt enemy named pilots like Luke or Wedge with these two, but they can go and put the hurt on a flight group, too.Howlrunner works in tandem with the three squadrons of Interceptors, since her ability just requires the Swarm keyword. I generally fly them in a diamond-shaped pattern, the Interceptors engaging first to take some pressure off of Howlrunner. This is my main jamming group to stop enemy bombers from gunning straight at my ships.The objectives are where I'm least certain about my list. Advanced Gunnery should proably go, but I'm not sure which Offensive option to change it out with. I'm leaning towards Opening Salvo, but nothing concrete. Fire Lanes is nice for forcing them to engage the Vic, which I really want them to do. Otherwise, it's so slow that I find it hard to actually get into an engagement. Hyperspace Assault would be great for the Gladiator so it could safely pop in and wreak havoc. Not sure about which Tactical Objective to go for - Superior Positions is usually the one I choose, just so I don't have to worry so bad about tight flying like with Minefield or Intel Sweep, but ignoring Obstacles with Dangerous Territory could be interesting.So, what do you all think? I could really use feedback on the objectives, and just general weaknesses to watch out for when flying these guys. Thanks for reading! Edited July 16, 2015 by RussanoGreenstripe Quote Share this post Link to post Share on other sites