Victory, Victory, Gladiator list ideas

By Vitalis, in Star Wars: Armada Fleet Builds

Hello, has anyone had any succes with such a list ?

Cause i have been thinking about it (well making out my shopping list:P) and i can't find a balance: either i field almost naked ships with some decent fighter/bomber screen (do i even need bombers with such capital firepower?) or i squeeze some upgrades but it leaves me with around 30 points for fighters...

my idea:

Victory 2

Motti

Gladiator 1

Engine Tech

Assault Concussion Missles

Insidious

Victory 1

XX9 turbolasers

Interceptors

Interceptors

Tie

Tie

But something just...well not fits me here. Fighter screen is meh and besides glad, victories are just bruteforce dice rolling.

Maybe is just better to cut this glad stick to 2 upgraded Victory II and decent bomber/fighter screen? Or go Victory/Glad/Glad?

On the other hand that glad could be nice investment into wave 2 400 points format...

Edited by Vitalis

I have played two victory 1 ships with a glad (demolished + ACM) screed commander. A few ties just to make the point cap. I used the vics to set up the gladiator for a good flank.

Definitely worth a shot...especially when 400 points gets a good amount of useful fighter squads into the mix.

I've had some success in the past with VSD2 x 2, plus Demolisher, plus Motti. 40 points of TIE Fighters to feed to fighter cover. Season to taste.

VDS 2

Screed

VDS 2

Gladiator 1

Demolisher, ACM

Tie

Interceptors

Interceptors

How does it looks?

Much better as I see it. I have found that the easiest way to build a fleet is to pick your objective cards first and then build a fleet around those three cards. Also the big thing about this game is being player number two, so leave a large point count unspent, like 6 or so points.

here's a fun one,

Vic I w/ Screed, FC

Vic I w/ intel, acm

Glad I w/ eng T,acm, insidious

vader

1 x int

298 pts

:)

Surprisingly, I prefer the class 1 SD. But that may have to do with the 300 point total, when wave 2 comes out then it might change.

From what I know, the Empire player should focus on getting as much dice and dice manipulation cards as possible. And your objective cards should put you in a position to exploit that the most, which is why I run a low point point fleet of 292, guarantee play number 2.

Much better as I see it. I have found that the easiest way to build a fleet is to pick your objective cards first and then build a fleet around those three cards. Also the big thing about this game is being player number two, so leave a large point count unspent, like 6 or so points.

Ok yelling aside, I really do think this. That the best objective for any gladiator (and vics generally) is To be First player.

Never I repeat NEVER, bid for 2nd player. Always take 1st player given the choice and if you want 2jd player fill up your list to 300 pts and let your opponent give you 2nd. (If they don't sucks for them because 1st player is better and will provide you a advantage)

Edited by clontroper5

Much better as I see it. I have found that the easiest way to build a fleet is to pick your objective cards first and then build a fleet around those three cards. Also the big thing about this game is being player number two, so leave a large point count unspent, like 6 or so points.

I have to disagree with you and say, DEMOLISHER WANTS FIRST PLAYER!! DEMOLISHER DOES NOT CARE WHAT OPPONENTS OBJECTIVE IS, DEMOLISHER WILL DESTROY ALL OPPOSITION!!

Ok yelling aside, I really do think this. That the best objective for any gladiator (and vics generally) is To be First player.

Never I repeat NEVER, bid for 2nd player. Always take 1st player given the choice and if you want 2jd player fill up your list to 300 pts and let your opponent give you 2nd. (If they don't sucks for them because 1st player is better and will provide you a advantage)

Anyone giving Demolisher initiative is asking for trouble. "What's that, Demolisher is going to move into attack position as your last move and open fire, and now Demolisher is going to open fire and then move away before I get a single shot off as your first action. That's okay, I didn't need that ship anyway." The only way to try and mitigate this, is to have more ships than the Demolisher list, and move D's target as your last action to try and stay out of close range, so you only have to suffer a single round of fire before it moves away. And, you better be running a Rebel list with Yavaris and B-wings, and they better be close enough to where D parks to get a double attack activation