Okay, including myself, that's 4 people. The trial game will be a 1000 points Imperial vs Chaos game, using these lists.
Imperials:
Gothic Class Cruiser "Righteous Fury", 180 (Lance ship, good for finishing the enemy) (Warhammer651)
Tyrant Class Cruiser "Dominion", Upgraded range on weapons batteries. 195. (Gun ship, Good for stripping shields.)
Lunar Class Cruiser "Justicar", 180 (All Rounder, Guns and Lances)
Dictator Class Cruiser "Rhadamanthine", 220 (Carrier ship, has 4 bays for small craft, fighters and Bombers. Has weak gun decks.) (Deadmeat 1471)
3 Firestorm Class Frigates "Patrol Group Erinyes", 120 (Small ships, fall apart at the drop of a hat. All rounders like the Lunar. Fast)
Admiral, 100 Points. Aboard Rhadamanthine. 995 Points total.
Chaos:
Hades Class Heavy Cruiser "Malignus Maximus" (Heavy All rounder. Makes the Lunar look sissy) (Pwnzerfaust) 200
Devastation Class Cruiser "Unforgivable" (Carrier, 4 Bays total. Has weak Lance decks.) 190
Devastation Class Cruiser "Deathbane" (Another Carrier, same as Unforgivable) 190
Slaughter Class Cruiser "KILLFRENZY" (Very fast All Rounder, can keep up with the Raiders. Possibly a bit undergunned, but has the speed to get nearly anywhere.) 165
Infidel Raider Squadron "Damnators", 3 Infidel Raiders. (Fast Gunships. Made of Paper.) 120
Chaos Warmaster (Ld 9), Mark of Tzeentch 130 Aboard Malignus Maximus
995 Points Total
All Imperial cruisers have Torpedoes in addition to the guns I mention. Torpedoes function a lot like strike craft, but need to be well targeted and spread over a wide area to have a good chance of hitting. The only Chaos Ships to have Torpedoes are the Infidel Raiders, and they're nowhere near as numerous as the Cruiser Torps. Torpedoes can be intercepted by Fighters.
Imperial ships are slow, lumbering, heavily armoured behemoths. They have an "Armoured Prow", which means their ships are harder to hit when shot from their frontal arc. Chaos Ships are usually a bit faster, but don't have the armoured prow.
The Chaos commander has two Re-rolls that can be used for Command or Leadership tests, the Imperial has one. They can be used for any ship under his command, not just his own. If the Commander's ship suffers a "Bridge Smashed" Critical Hit, any remaining re-rolls are lost.
Carriers and Torpedo boats need to pass a Leadership test to reload their launch bays. If a double is rolled on this test, they can't reload for the rest of the battle. As Carriers are very powerful, this is frequently what the Commander's Re-rolls are used for.
Even teams, if we have odd numbers then I'll fill in for whichever team is down a player. Choose your Team and your ships!
If you have any big problems with my lists, let me know and I'll change them.