Triple Glad's *Tested several times* (DEFENSE REMOVAL)

By Naboobo2000, in Star Wars: Armada Fleet Builds

Build: Glad you made it!

Commander: Grand Moff Tarkin

Ship #1: Glad 1

Upgrades:

Weapons Liason

Engine Techs

ACMs

Ship #2: Glad 1

Upgrades:

Intel Officer

Sensor Team

Engine Techs

Expanded Launchers

Demolisher

Ship #3: Glad 1

Upgrades

Intel Officer

Sensor Team

Engine Techs

Expanded Launchers

This would have been the build I took to Worlds if I was sold a ticket.

Using Tarkin's ship to pull an activation away from the your opponent and place where their ship should be on the next round. Basically place Tarkin's ship into the next rounds fire fight. Ship #3 is positioned into the next rounds fire fight or Double ram using Engine Techs, also used to remove Defense Tokens. I will generally wait to shoot first then Double Kiss my opponent for a kill. Finally Demolisher comes in and attacks then double kiss and removes Defense Tokens. Next round if your main target goes first, they would attack then move. Moving right into Tarkin's ships and the other Glads firing solution.

Keys to this build:

Using Sensor Team and Intel Officer correctly. The two Gladiators have both two red die in their front ark. Add the two more black die to the pool using Expanded launchers. That's 2 red and 4 Black. Burning one miss and changing a red to Accuracy using Sensor Team lights off this wonderful Defense removing combo. Evades don't matter because your too close. So your only question is which defense token are you having them burn.

Scenario Role = Red die double hit and one miss, Black die two hit/crit one hit and one miss. Great roll right? Until they use there defense to zap that roll away. I THINK NOT! Depending on if what this ship is and where its next move is going to be will determine how to proceed. Start off by burning the black miss and make the red into an Accuracy. If you have another shot using your side ark then I would Accuracy out there Brace and make them discard there Redirect using Intel officer. (Great if they have Advanced Projectors) Doing this allows Tarkin's ACMs to get free damage. Fire again with your 4 black die and they Brace and TAKE damage. If not dead, Double ram for a kill, if no kill would happen, leave them for the other two ships. Remember each one of these Gladiators can take one massive attack up front.

Proper setup placement and maneuvering is critical in this setup. For example I messed up this weekend not being able to shoot from my side ark after maneuvering, allowing one ship to get away: he was destroyed 2 rounds later.

Intel officer does not have to be played during your first attack. You can use it only once per activation so maybe its your second attack that you use it. I like to use it with the Sensor team to remove a token from play.

Concentrate fire - first or second attack? Don't forget you use that Concentrate fire Token! So up front your rolling 2 Red, 5 Black and possible a Re roll. (One legit roll this weekend was Red Double hit and hit, Black 4 hit/crit and 1 hit. Sensor Team out the hits and Accuracy-ed their Brace (No Advanced Projectors).

Tarkin Token up a navigation EVERY TIME!

Drawbacks;

Swarms of Bombers. Key pre-placement of ships out of range of ships but within range of a squadron command is hard. One blue anti-squadron dice, is no defense against swarms of bombers. I don't even look at squadrons unless a ship is no where near.

Maneuvering is Unforgiving. To use this fleet good you need to crisscross and shield each of your ships with others. Can be difficult to do at times.

NEVER PICK ADVANCED GUNNER if your first player, unless you have more activation's then your opponent. If your second player then Advanced Gunner should be in your stack.

Awesomeness of this Build:

Removing their defense tokens from play

Speed with Engine Techs

Double Ram

Black Die

ONLY need to field 2 red 1 blue and 5 black die.

Played against

Double Space Whales and friends

Vic GLAD GLAD

3 Glad's - similar but not the same.

Vic and 3 Glad

Vic Glad Rhymerball

Good luck,

Naboobo2000

Edited by Naboobo2000

I'd been to this site a few times in my searches, but it was this thread that had me create an account.

I'd like to start by telling you that... I... I think I love you. :')

Maybe that's not the best place to start.

I've only played two games, both were tonight, and the only things I had access to were the core set, Victory expansion, and Imperial Starfighters expansion. I've seen the Gladiator, I think I like the Gladiator, and I've been wanting to try an all Gladiator list (though I had intended on some fighters to go with). Everyone at the local gaming store says that at most they'd only run one of them. But I think more sounds dandy! So I've been looking for some list ideas, to see if I can't find something that fits my play style.

And this list... this is it. Everything about this list just screams my name. I am so so so so SO happy that you posted it. And I've gotta say, given a hundred years I don't think I would have come up with this on my own. Teach me!

Quick question: my second match today (which was a crushing defeat) was against two space whales with a defensive focus. Mon Mothma and Electronic Countermeasures (there may have been more, but since I'm still new to the game I was just trying to remember what my own ships could manage). Would this list work well against that? Especially with the ECMs?

Also, what objective cards would you recommend?

Thanks!

Captain Nalgol Khoss

Post Script: If you're giving out Nav from Tarkin every time, and you don't have any fighters to worry about, what's your command dial setup? I was thinking Repair to get the token, then loading up on firepower until repair was needed. With that being the case, wouldn't you go with a defense liaison instead of a weapons liaison? That'll let you focus on offense on the dial so it's always ready, and just in case you need an emergency repair, you'll have it through your liaison.

Thanks Captain NalgolKhoss,

To answer your questions...

With ECMs I use Sensor Teams only if I roll a black blank and a red blank. I won't burn damage just to have ECMs kick in and waste it. BUT!!!! I Intel Officer out Brace and make them burn out there shields letting Tarkin's Ship with Missiles get the bonus damage. Upon the next activation's attack after brace was burnt then Intel out there redirect. Mon Mothma adds that reroll at short range offering them to make you reroll any accuracy or hit/crit. In my opinion the above still stands. Let me break that down.

Space Trud

Mon Mothma, ECMs

Your first attack is 2r 4blk. Say you roll 50% hits. Thats 1 red hit and 1blk hit and 1blk hit/crit. You burn the missed black and change the red to Accuracy. ECM out the Accuracy and Mon Mothma makes you reroll the hit/crit. You don't Intel Officer out brace. They redirect out all other damage. Your second attack (possible your next activation) using 4 black dice and Intel out brace. They redirect damage...... etc etc.. BUT the morel of the story is Tarkin's ship comes in to attack this ship that has been redirecting out damage to side shields leaving the Missiles to pop extra damage.......or...

Say your roll was EPIC Double hit Red and single hit red, 4blk hit/crit...... (I have rolled this :) ) Don't worry about Sensor Teams.. Intel officer out the brace. They should still use the brace to save themselves to they still burn the brace. 6 damage to be spread around using redirect. Same same.. Second attack and Tarkin gives you almost the same result..

Wow that was wordy.. Sorry.

Now Weapons Liaison is used because you can change that nav or engineering token to that great token called Concentrate fire. Getting Tarkin's ship into the fight at the right time and your dial set to Concentrate fire is one sweet thing. Imagine this

2 red dice

2 black dice

Possible Missiles

then

4 black dice

Possible Missiles

Plus 1 more black dice and re-roll with Concentrate Fire command and token.

What Objectives to use:

Advanced Gunnery (ONLY if your 2nd Player)

Fleet Ambush

Dangerous Territory

NOTE on Dangerous Territory: This is so far the only time that I use Engineering to heal my ships. I used Demolisher to speed out distance 4 (Engine Tech) to nab that Objective token and waste any CR-90 trying to do the same.

Naboobo2000

Thanks for the clarification, though I'm still not understanding the weapons liaison over the defense liaison. If you take the defense liaison, and you set your command to concentrated fire every time, you cover every single command dial possibility (you don't have fighters, so you're 3/3 on possible (useful) commands), don't you? And then if you want one of the other ones, you can pop the liaison.

Is there an aspect (or maybe a rule?) I'm misunderstanding or missing entirely?

Also: I'm buying three Gladiators as soon as the local store gets their shipment in. He said he ordered four, and I asked him to put three of them aside for me. I can not wait to start ramming things.

I'm with CNK here - unless you intend to use the Navigate command a lot (which you probably shouldn't, since Tarkin can give you the Nav tokens you need) you should probably take a Defense Liaison. Bank an Engineering or CF token on turn 1, spam CF commands every turn after that, and use the banked token to switch to Engineering if you ever absolutely need to repair. If you only need to improve your yaw, you can spend Tarkin's Nav token to switch to Navigate and still get Engine Techs to trigger.

EDIT: On a VSD, on the other hand, I prefer to do the opposite. My command dials often look something like Nav, Nav, Nav, Eng, Eng, Eng - using Weapons Liaison to switch to CF only when I have a target neatly lined up.

Edited by DiabloAzul

Sorry for the late response. I normally don't repair. I tend to be fully in-grossed in combat over the corse of 2 rounds that repair is not an option. I use Weapons Liaison to switch out that nav token to CF for that re-roll. Those are the reasons why I use Weapons Liaison.

You can switch it out if you want, Let me know how it went for you.

Naboobo2000

I am with them. It doesn't matter that you never repair. You don't have squads so en squad command on your dial is useless. As long as you get free token every turn with d. liason you can change it to repair or navigate command or keep the "default" CF.

For getting a CF it'should just the same but covering all eventualities just imagine that you put a navigate command and now you really need repair (repair don't win games but sometimes get some shields save the day) with w. liason you can't but with d. liason you do and you keep open all your options every turn. Just put CF and if you need anything else use the d. liason.

Weapons or defense it's almost the same but without squads defense cover all. The other let you a little hole in your options.