Gladiator+advanced proton torpedo+engine techs= dead mc30?
(If it survives that massive broadside of course)
You Presume too much. You are assuming that first off they don't have Mon Mothma and foresight to make you reroll two of those blacks. (defender modifies after attacker) then you are assuming that you roll hit crit on every one. (Only one crit effect can trigger) and finally they can use all of their defense dice unless you lock them out with the few reds that you have. I think it is sturdier than you think.
Also, you wouldn't joust with this thing. I realize it is fragile, but you are going to have more ships than just this, and it doesn't really need a lot of upgrades. Maybe enhanced Arms and the title? If you are playing against this and rush in with a Glad to do it, by all means please do, because the only ship that can rush in and get off A shot that turn is Demolisher, and if you want to trade 81 points with maybe 85 but I kill your Demolisher with all of the other ships that are probably around it, then by all means please rush and blow it up.
The nice thing about Rebels is you have to choose who is most important to kill, while for Imps, It's Glads and Demolisher and stay out of arc of the VSD's and ISD's. Maybe Turn 5 or 6 try and focus on them. Rebels, who do you kill first? AF's, MC-30, MC-80, Salvation, or maybe if they are running Ackbar those three corvettes with Enhance Arms that are now firing four (or five with CF) out of their sides.
Edited by Goknights12