Anyone thought about a quad gladiator list?

By Boothy, in Star Wars: Armada Fleet Builds

was thinking something along the lines of:

66 – gladiator-1 (demolisher)

82 – gladiator-1 (screed)

56 – gladiator-1

56 – gladiator-1

45 – 5 TIE Fighters

300

Do we think something like this might work? Not sure how I feel about being so reliant on black dice. Having said that it is a lot of punch on fairy speedy ships with a good number of activations.

For objectives I was leaning towards something like: most wanted, fleet ambush, dangerous territory. Most wanted allows me to focus fire quite well and none of my own ships are that juicy a target for it. Fleet ambush puts half the enemy ships in a nice crampt, nearby, predictable place......sounds perfect for all those black dice broadsides. Dangerous territory is either easy for me to run around collecting objectives, or it forces the enemy to split up ready to be pounced on by multiple gladiators.

I would really like to find a way to get Tarkin in the list, his free tokens would double the shield repair capacity of the gladiators. All I can see is dropping the demolisher title and another TIE......that's a perilously small CAP though.

I am not a big fan of the black dice, yes the damage is nice, but the range give me red dice thank you.

I am absolutely going to fly that when wave 1 is out.

I think demolisher is a must have for this list, I wouldn't drop it.

at 300, no

Did try making a 3 gladiator list

was roughly:

Glad - 2

*skreed!

Glad - 2

*Insidious (I mean, it's 3 points on the least impressive ship in the fleet, either it's getting used because your opponent will forget about it or it's just 3 points)

[maybe drop a tie for engine techs]

Glad - 1

*Expanded Launchers

*Engine Techs

*Demolishers

more ties than you can shake a stick at (though probably would be well served with a few bombers to offset lack of long range offense and the Glad - 2s solid anti-squadron fire)

Edited by ficklegreendice

Are you going for the gladiator-2's for extra anti-squadron dice? Besides that the single red dice on the flank seems pretty weak for the cost (the extra AA dice is very nice though). So far I have only considered using gladiator-2's with enhanced armament to make them something of a more punchy, faster, more nimble victory (at about the same cost as a victory-1). In that case though I think I would want tarkin or motti to boost their survivability. They really are a lot easier to destroy than a vic (5 less HP in total, and can only regain one shield per turn).

2 anti squadron gives you something to do on the many rounds you don't have the range to throw black dice.

Double anti squadron fire power also gives liscence to run bombers to offset glads' aweful ranges

3 or 4 Gladiators should do fine. They will probably need to stay close and support eachother, but I can see them giving the Rebs fits when they get in close.

"Hi! I'm a Gladiator Star Destroyer and I like warm hugs!!" BLAM!

At first I didn;t like the addition of the red die on the G2, but the more I thought about it, This is FFG keeping thigs balanced by making you think on if the extra anti squadron dice is worth "losing" a black die. GSD Is and a cloud of TIEs or GSD IIs to clear the skys with some ties. I know I'm going to try it out a couple of times.

I've thought about a list like that, but since they aren't out yet I haven't really been able to test whether being aggressive with them will let you get good mileage from their black dice or not.

I would sack a few TIEs or a whole Gladiator to get some Engine Tech in there but seems good.

was thinking something along the lines of:

45 – 5 TIE Fighters

Aren't TIE Fighters 8 points each?

Ties are indeed 8 points. I am assuming a typo here.

Yep overall points are right, just wrote down 45 for the fighters rather than 40.

I do like the idea of using lots of AA dice on the capitals then running a full bomber wing. Nice thought ficklegreendice.

Im really looking forward testing out the engine techs. It adds a lot of movement options, but a fourth capital adds a lot of board presence as well.....and more hull and more attack dice.

Are you going for the gladiator-2's for extra anti-squadron dice? Besides that the single red dice on the flank seems pretty weak for the cost (the extra AA dice is very nice though). So far I have only considered using gladiator-2's with enhanced armament to make them something of a more punchy, faster, more nimble victory (at about the same cost as a victory-1). In that case though I think I would want tarkin or motti to boost their survivability. They really are a lot easier to destroy than a vic (5 less HP in total, and can only regain one shield per turn).

I may be wrong but I dont think Glad have the correct upgrade slot for EA

Ha your right! I never even thought to check that any type of star destroyer might not be able to upgrade its turbo lasers!

I was thinking of this:

Gladiator II (Screed, Engine Techs, Expanded Launchers, Demolisher) : 119 points

Gladiator II : 62 points

Gladiator I : 56 points

Gladiator I : 56 points

Total: 293 (for initiative bid).

I really hope that swarm fleets dont become the meta. It would be really disappointing.

I'm actually quite fond of Glad I ... It's front arc has two red dice, so you basically rush your opponent (don't run after them ... go for the ones moving towards you or laterally), and then broadside all four black dice on the side when you reach them.

Glad 1 with Demolisher is a sick sick beast.

Edited by infusco

It's hard enough to effectively maneuver 2 ships together. 4 ships this size is a potential train wreck, considering how close to their targets they have to get to be effective. However, effective maneuvering for this fleet will be highly rewarding.

It's hard enough to effectively maneuver 2 ships together. 4 ships this size is a potential train wreck, considering how close to their targets they have to get to be effective. However, effective maneuvering for this fleet will be highly rewarding.

True but with this many points I am sure you will more than one target to shoot at. But even with a single target you can easily pincher them and just keep switching sides to engage them.

I have thought about going with 4, but I think at 300 points 3x Gladiators provides more balance. You can afford to upgrade all three to Gladiator II's which have much better long range capability and superior AA defense.

This is my first list I am looking to try out:

Gladiator II (Primary job is to snipe at long range and support squadrons, this strategy might help with survivability.)

Flagship- Admiral Screed

Gladiator II (A mobile finisher, that could potentially take out two ships in a round)

Dominator

Expanded Launchers

Engine Tech

Gladiator II (Primarily a backstabbing ship designed to move quickly behind the enemy to take advantage of black dice at medium range)

Insidious

Engine Techs

Tie Interceptor x4 (I don't really plan to Activate Squadrons much, because of my Engine Techs, so having Counter 2 could be vital, also the speed should help keep up with my fast moving capitals. Of course, the extra AA is nice too.)

Total Points- 298

Edited by Daner0023

It's hard enough to effectively maneuver 2 ships together. 4 ships this size is a potential train wreck, considering how close to their targets they have to get to be effective. However, effective maneuvering for this fleet will be highly rewarding.

Also..objectives? Why is no one listing the objectives they are planning to run?

Edited by Grobb

It's hard enough to effectively maneuver 2 ships together. 4 ships this size is a potential train wreck, considering how close to their targets they have to get to be effective. However, effective maneuvering for this fleet will be highly rewarding.

Gladiators are small ships and I know people are looking at flying five, six or even seven ship rebel fleets.

Also..objectives? Why is no one listing the objectives they are planning to run?

probably because extensive playtesting is needed to understand the underlying implications of the several objectives

This type of list could easily do any of the Navigation options and would potentially do well with Fire Lanes, Hyperspace Assault & Opening Salvo.

Edited by Daner0023

I agree that play testing would be required to understand what objectives are going to be best, but equally true statements can be made about the list itself. In fact that informs my point, which is that if we are looking at the two subject seperatly I suspect we are going to fail against people who can build a holistic list, choosing objectives and fleets synergistically, rather than making a fleet then bolting on objectives at the end or vice versa.