Gladiators and Bombers

By JgzMan, in Star Wars: Armada Fleet Builds

Submitted for your consideration:

ISD I - 163pts

  • Grand Moff Token

  • Weapons Liaison

  • Expanded Hanger Bay

  • Boosted Comms

  • Relentless

Gladiator I - 68pts

  • Weapons Liaison

  • Ordinance Experts

  • Assault Proton Torpedoes

Gladiator I - 68pts

  • Same Again

Dengar - 20pts

Maj. Rhymer - 16pts

TIE Advanced (2x) - 24pts

TIE Interceptor (2x) - 22pts

TIE Bomber (2x) - 18pts

Precision Strike - Contested Outpost - Minefields

No Demolisher? an upgrade I would try very very hard to get into your fleet build, I cannot overstate how powerful a Demolisher Gladiator is, the ability to fire after moving is fantastic, and something that can quite easily change the course of the game if used correctly.

Also why 2 Tie Interceptors when you are taking Dengar? would you not be better tanking an extra Tie Advanced & Tie Bomber instead, thus allowing you to leave your escorts behind pinning what ever tried pinning you, with a command of 5 on the Imperial, so you can move Dengar/Rhymer/3xTie Bomber out of the fray and into ship range.

Gladiators with Engine Techs are a large threat to opposing players, having Tarkin as Admiral means you could give them a Nav token every round to trigger Engine Techs, and they don't have to take a nav command as a result of it, giving you considerably more tactical flexibility from the pair of Gladiators.

I see you have picked Precision Strike, this is a huge gamble when you only have 3 bombers, good with APT's for sure(but with no Demolisher or engine techs how often do you envisage them actually being able to trigger?), if you come up against a Rebel with a dedicated fighter force(most of which get bomber), or an Imperial with a more traditional Rhymer/Firespray ball, &/or there own APTS you could get badly stung, giving your enemy as much as an advantage from the objective or more, is something I would reconsider.

Thanks for the criticism!

Also why 2 Tie Interceptors when you are taking Dengar? would you not be better tanking an extra Tie Advanced & Tie Bomber instead, thus allowing you to leave your escorts behind pinning what ever tried pinning you, with a command of 5 on the Imperial, so you can move Dengar/Rhymer/3xTie Bomber out of the fray and into ship range.

I intend mostly to use the T/I as an independent threat. Move my bomber group away from the enemy, and my T/I into them. Trading out as you describe might be a better investment, especially in a world that contains Jan Orrs.

Gladiators with Engine Techs are a large threat to opposing players, having Tarkin as Admiral means you could give them a Nav token every round to trigger Engine Techs, and they don't have to take a nav command as a result of it, giving you considerably more tactical flexibility from the pair of Gladiators.

I mostly intend to use Grand Moff Token to feed my Weapons Liaisons. I plan to have every ship spam NAV commands, with the option to spontaneously change to either Concentrate Fire or Squadron Command. I plan to lean pretty heavily on my squadrons as an additional axis of threat. Given that, your earlier suggestion (T/A and T/B) sounds even better.

I see you have picked Precision Strike, this is a huge gamble when you only have 3 bombers, good with APT's for sure(but with no Demolisher or engine techs how often do you envisage them actually being able to trigger?), if you come up against a Rebel with a dedicated fighter force(most of which get bomber), or an Imperial with a more traditional Rhymer/Firespray ball, &/or there own APTS you could get badly stung, giving your enemy as much as an advantage from the objective or more, is something I would reconsider.

You are correct in saying that I expect my APT to make up for lack of bombers. I would love to get Engine Techs in there, but I have nowhere to extract the 16 points required. (14, I guess. I'm at 398/400 after changing out my fighters.) I suppose I could get rid of the Weapon Liaisons, but A) that's not enough points, and B) if I pull them out, I will need to rework the whole fleet.

I'll see if I can pull an extra 16 points out of the air, because Eng Techs would be pretty sweet.