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