300pt Battle Report; OR- How I learned how to fly Glads

By WWPDSteven, in Star Wars: Armada

Cringing at that pic. To make you feel better, I faced off against a double AF list with opening salvo, I maneuvered by Demolisher behind the AF perfectly, but between ECMs, and defense tokens, he was like "meh." So now I'm looking at Intel officers instead of Wulff.

I've only had one game with a Glad so far - tried to make it into a close range Mauler with the Demolisher title, Extended Armament Bays, and that one that lets you fire from the same hull-zone twice. Some other stuff too but I can't remember.

Kind of worked? I think? But I wasn't piloting that game so haven't had a proper feel for it yet.

And now you have me debating on buying a third Gladiator...

Things look weird.

AF's without ECM? Man, I want to play in Virginia...lol

Did the Reb use squadron commands? Seems like if he had he would have won the fighter battle very quickly. I do not believe I have seen a game where a player takes a lot of squadrons, even invests in EHBs, and then does not command them. If he had, he should have made short work of your vanilla TiEs and then bombed the crap out of you - basically doubling the point value worth of taking the squadrons. If he did use commands, how the hell did he lose that fight? I cannot see where you were taking them as it seems your plan relied on navigates. If he did not use them, he wasted 10 points on EHBs...

Gladiators come in fours, by the way. :)

I always love your battle reps. What app do you use for the laser's?

Do we want to know where all that fluff came from?

@Jon- Agree with some of those points, but not all. Ain't this game great? :P

@Mad- Using Lightsword FX on iOS!

@Digital- It's a GaleForce9 product called "smoke and flames". Not *entirely* appropriate for space really, but it shows that the ship is all sorts of wrecked, so it works for me!

Well, it was a question, really, Steve - did the rebel make any significant use of squadron commands?

Can't remember to be honest! I think early on- yes, but later no.

And now you have me debating on buying a third Gladiator...

Yeah, same here. I had a recent game with two GSDs at 180 (we're deliberately slowly escalating the points that people play at in our league), and I like the GSD wolfpack idea.

But I also learned, just as Steve did, that you want to make darn sure that your GSD's don't desert the battle by flying too fast in the direction of the edge. The Engine Techs can't protect you from that, because you actually do have to place the model at the end of the first move, before you get your Engine-Tech boost.

If you're worried about ecms, int agent could help but IMO you're better off punching through them with help from rhymer bombers enabled by skreed on a squadron support vsd

Seriously, after this game, I literally practiced for a while to get the Gladiator's navigation down. Won't make that mistake again!

Link: http://www.outpostzero.net/2015/05/wave-i-star-wars-armada-battle-report.html

(picture)

I actually sat down for about 30 minutes and made myself do that before I ever used them in a game. I just knew I'd cock it all up if I didn't, especially with engine techs. So I sat down with a proxy target and practiced maneuvering around it with two GSDs with engine techs.

Even so, i still find myself uncertain and surprised where they end up and how tight they can turn sometimes. I had Screed loop around an asteroid near the corner of the map in my last battle and was amazed he didn't go traipsing off the board.

How that GSD fly off the board? I just tried that here, and I got it back on. It doesn't matter how the ruler lays, only the final position matters, and at speed three you should have ended up back in.

More importantly, where is Episode 5 of Intensify Forward Firepower?! :)

I've only had one game with a Glad so far - tried to make it into a close range Mauler with the Demolisher title, Extended Armament Bays, and that one that lets you fire from the same hull-zone twice. Some other stuff too but I can't remember.

Kind of worked? I think? But I wasn't piloting that game so haven't had a proper feel for it yet.

I would use intel officers and assault concussion missiles more than 2 more black dice.

If you're worried about ecms, int agent could help but IMO you're better off punching through them with help from rhymer bombers enabled by skreed on a squadron support vsd

Maybe I'm not understanding something here, but I thought Screed only helps with ships attacking other ships. Do I have this wrong?

If you're worried about ecms, int agent could help but IMO you're better off punching through them with help from rhymer bombers enabled by skreed on a squadron support vsd

Maybe I'm not understanding something here, but I thought Screed only helps with ships attacking other ships. Do I have this wrong?

his fleet has skreed on a gladiator

skreed could instead be placed on a VSD. Skreed himself does nothing for the bombers (only 1 black die) but the VSD gets you access to the flight controller and expanded hangar upgrades that let you fling terrifying ties till kingdom come. Skreed would just be there to make the demolisher hit like hell

The rebel player seems to have just sat at the edge of the table, waiting for the mass of black dice to hit him in the face. A strange tactic, no?

@Free- It's recorded and just waiting on editing!

@Tall- YES. Assault Concussion missiles are life.

If you're worried about ecms, int agent could help but IMO you're better off punching through them with help from rhymer bombers enabled by skreed on a squadron support vsd

Maybe I'm not understanding something here, but I thought Screed only helps with ships attacking other ships. Do I have this wrong?

his fleet has skreed on a gladiator

skreed could instead be placed on a VSD. Skreed himself does nothing for the bombers (only 1 black die) but the VSD gets you access to the flight controller and expanded hangar upgrades that let you fling terrifying ties till kingdom come. Skreed would just be there to make the demolisher hit like hell

I think I'm still missing something here… Are you saying Screed could help bombers if they had more than one die to roll (but in this case they don't, so he can't)? I thought Screed wouldn't help any squadrons at all, since (I believe) Screed only helps when a ship attacks another ship. And just to make sure I understand Screed completely, his ability works for every ship in the fleet (once per ship activation), yes?

I've seen the horrifying power of swarming TIE Interceptors boosted by Howlrunner guided by their Flight Controllers, and it's too much for any Rebel squadrons to deal with (or maybe it's just me...). It's a mighty good thing the Imperials are getting that dedicated anti- squadron platform Raider. Those poor guys are barely able to completely overwhelm Alliance air power as it is. :P

Ace rebel pilots being buffed by Gallant Haven can be pretty ridiculous. You roll 2 damage on them, they brace and use Gallant Haven to take it away. You really have to dedicate yourself to killing them if you're to succeed. I'd rather just pin them and focus on the caps.

Edited by Zombicide