Gladiator Boxing
-Dan
This article is to describe the tactic used at the NA Nationals for Armada used by myself, and by the champion. Prior to our Round 5 game I hadn’t seen or heard of anyone else using this tactic on Reddit or any of the forums, so I figured either it was new, or an old terrible idea. One of the IFF battle reports indicated diminishing returns on multiple gladiators, so I wasn’t convinced I had something yet. It seemed pretty good when I pushed my ships around on the table and on vassal, so I went with it. Now that it has served me so well, I’m putting it into the public consciousness so that players and participants in upcoming tournaments might have a better idea what to expect from a pack of gladiators.
The crux of this tactic is to make the enemy ships more predictable in their location, particularly the medium based ships. Medium based ships tend to hold a lot of points and be a key piece in the opposing fleet. (See Rebel Aces, Rhymer’s Circus, any Carrier based fleet etc) Removing this medium base ship is a big part of winning the game quickly and decisively. Victory star destroyers are pretty predictable with the slow speed and low yaw values, but an Assault Frigate at speed can be pretty tricky.
Opponents might not expect your gladiators to come screaming down at them at speed 3(4 with engine techs) and hit them before the supporting ships are even in range. Usually I wanted to box them in for a turn 2/3 attack, although sometimes a turn 3/4 attack might be better. Its up to you and the specifics of your game.
I had 2 gladiators in the fleet that hunted together. One gladiator maneuvers so that it is in front of the opposing ship, either blocking it from moving, or blocking where it is going to be moving in 2 turns. When you do that first move, it is important to set up a double arc shot for the next turn.
Your second gladiator comes in and ends on the side, also setting up a double arc shot.
On the next turn you’ve got 4 shots on the opposing ship, with Screed and Assault Concussion Missiles, that is probably a dead ship, especially factoring in the fact that one of those is Demolisher who just unleashed a volley on the way in.
Engaging Victory’s versus Assault Frigates is pretty similar. In general I tried to place Demolisher in the weaker arc. Your generic gladiator is going to eat a volley, but chances are it’ll survive between brace and redirect. If a Vic 2 or an Assault Frigate rolled enough accuracy symbols to block both, there aren’t enough hits left to cause you to worry. About the only thing that would give me pause is a Dominator Vic-1 with Expanded Armaments. In that instance, plan your approach to end just outside of close range, so that the black dice can’t get you yet.
This tactic can also be used against opposing groups of medium ships that are flying close together. Engine Tech gladiators will have an easier time getting a good approach angle than a non-upgraded one. During Round 3 of gencon, at table 3, my 2 gladiators ripped through a pair of Vic-2s over the course of 2 turns, my Vic’s damage contribution was a volley of anti-squadron dice that all missed either through scatter tokens or bad rolls.
Counters
This section is going to be a lot shorter since I didn’t worry too much about countering this tactic. At the moment I’ve got 3 ideas that don’t involve simply throwing more dice at longer range.
Set up defensively
Set up your ships so that if they can’t box in your bigger ship without paying the price. Set up overlapping arcs in front of your most valuable ship so that anything that goes there is going to be hit hard. Setting up your ships in a semi-tight formation will make it dangerous for a gladiator to land in between your ships with a double arc shot.
Going slow
This one is a long shot, and situational at best. It worked for me in one game, but your mileage may vary. This type of tactic has the gladiators coming in really hot and fast, so you set your ships up way back in the deployment zone, going at speed 1. It will take them 2 turns at speed 3 to enter close range under their best conditions. By then unless they’ve planned ahead and seen this coming, they’re going to have a hard time maintaining optimal attack vectors. Their limited options are breaking off the attack, staying in all your best arcs and colliding with you, or, in your best case scenario, they can’t slow down and fly off the board behind you.
Direction of travel
If your ship is traveling perpendicular to the direction the gladiators are, they’ll have a harder time getting in front to box you in. This counter is the least fleshed out for me right now.
Variations
This tactic also works when playing the objective intel sweep, either as first or second player. 2 turns is enough to get across the board and to start to box in the objective ship. This leaves your objective ship free to collect a mere 2 and grab the win. I used this during gen con to box in an opposing nebulon B objective ship, destroying it on turn 2 before it could acquire a second objective.
Engine tech on gladiators makes it easier to place your ships in the correct arc without granting double arc shots. A number of times I resolved a navigate command for the double bump and secured the kill that way.
Back in the core set only days I used a pair of Nebulon Bs to hunt Victory Star Destroyers in much the same way. They block the upcoming movement and then both have double arc shots. The double brace makes them very durable, and next turn you’ve nearly guaranteed 3 facedowns to the destroyer through collisions.
Conclusion
One gladiator to control movement, one gladiator to hit the side, one dead medium ship.
This tactic works best against capital ship light lists. When I only have to destroy 2 capital ships to end the game that makes my job a lot easier. Squadron/bomber heavy lists are NOT the answer to this. You might take out a ship, but the rest of your ships are going down hard.
There you have it admirals, a new tool for your tactics kit. Feel free to discuss, deliberate, and post your thoughts.





