Friendly little game of armada with my wife (our 2nd game full game).
she took mc80 +ackbar+ defiance (plus other upgrades - not as important)
Assault frigate and squadrons
I took 2 Glad II + attack (add dice type ) upgrades 1 with Vadar, isd I + upgrades and a rhymer ball (kinda - 7 squadrons)
My plan was to have the capital ships concentrate on the mc80 and rhymer and company tie down/occupy the frigate.
(that might have been error #1)
the idea was to close with the Gladiators and cover the mc80 with dice.
she did well by turning the broadside of the mc80 to the approaching ships...
I did poorly with a strategy of "just keep going!" to range 1.
poor little gladiator took 2 (turn 2 and turn 3) broadsides, got 1 shot off and disappeared like a firey little fart in the wind.
the second broadside (the 1 on turn 3, if we played that correctly) mc80 took 1 shot to kick in ackbar from left hull zone
4 red + 2 for ackbar, plus 3 blue + 1 for defiance.
Crikey!
Hits, crits, accuracy...I've never seen so many in 1 broadside. (oh yeah and the 1 face up damage was ship to add insult to injury)
the rest of the game was cat and mouse...Imperials scattering trying to stay off that broadside getting little pot shots off and Ackbar blowing big holes in things.
a horrible mess, heckuva lot of fun, but a mess.
I draw from this that Gladiators Aren't ISD's. (hmmm, whoda thunk it?) a little more finesse is required.
mc80 is slow, so take down everything else then save her for last (depending on conditions) OR Ryhmer goes after mc80 and capitals take on the frigate.