Tarkin's Gladiators

By MandalorianMoose, in Star Wars: Armada Fleet Builds

Been toying around and flying this fleet recently. Tarkin's nav tokens let me spam CF commands, or repair as needed while still utilizing engine tech shenanigans. While devastating against ship heavy builds, it is susceptible to bomber wings... Any tips for managing fire/rhymer balls with minimal squadron support of your own? Any and all comments/ criticisms are welcome.

Fleet Summary Page (383 of 400 pts) Faction: The Empire Commander: Grand Moff Tarkin (38 pts) Flagship: (78 pts) Gladiator I-Class Star Destroyer (56 pts) Admiral Montferrat (5 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 1: (83 pts) Gladiator I-Class Star Destroyer (56 pts) Demolisher (10 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 2: (73 pts) Gladiator I-Class Star Destroyer (56 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 3: (73 pts) Gladiator I-Class Star Destroyer (56 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)

Squadrons (38 of 134 pts): 2x Tie Interceptor Squadron (22 pts) 2x Tie Fighter Squadron (16 pts) Objectives: Most Wanted , Hyperspace Assault , Superior Positions

Insidious does love a hyperspace assault.

You might want to look at raiders with their double anti squadron dice and titles. They fit the fast nimble build too.

I had used a 3 glad / 2 raider build but I found that the raiders didn't have the staying power to keep up with my aggressive play style. And ya I keep going back and forth on insidious. On one hand it's perfect for hyperspace assault. On the other hand, when I end up going first (usually), I get all caught up during deployment with trying to get him into the best position possible, and it can hurt the strategy of my fleet as a whole.

Other idea is wuluff on a glad with flight controllers. Will help you win the squadron alpha strike for what its worth. But at the cosr of OE and APTs on one glad.

Hmm I kinda like that! Could put it on Tarkins glad and keep him a little more out of the fight and there for clean up. Currently I've been using him as a bait of sorts, putting him across from the bulk of my fleet. It tempts the opponent to chase him, giving the other three glads those tasty rear arc shots

Attached is the updated list with suggestions taken into account, let me know what you guys think. Should be much better at the surgical alpha squadron strike, taking out key targets (Rhymer) before they really become a factor. Tarkin has a little less firepower vs. ships, but I don't really want him in the thick of things anyway, he can command the interceptors and clean up any ships that get by the three ship killers. The squadron force is much more powerful than the last build, and while still only 4 squads, I think they will pack a bigger punch vs enemy squads.

Fleet Summary Page (383 of 400 pts) Faction: The Empire Commander: Grand Moff Tarkin (38 pts) Flagship: (62 pts) Gladiator I-Class Star Destroyer (56 pts) Flight Controllers (6 pts)

Fleet Ship 1: (83 pts)Gladiator I-Class Star Destroyer (56 pts) Demolisher (10 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 2: (73 pts) Gladiator I-Class Star Destroyer (56 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 3: (73 pts) Gladiator I-Class Star Destroyer (56 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)

Squadrons (54 of 134 pts): 3x Tie Interceptor Squadron (33 pts) 1x IG-2000 - IG-88 (21 pts) Objectives: Most Wanted , Hyperspace Assault , Superior Positions

I have to say a raider with instigator and four ties/ tie interceptors. This can mess with a bomber wing and keep them occupied. Add in quad lasers for a laugh if you don't mind wasting the points ( I keep mine clean and cheap).

I've managed to tie down some quite nasty bomber wings and keep them off my main pieces. The ties and instigator die but who cares when demolisher finishes munching on a ISD in round three and is still around to set up a round four/five attack on victim number two.....

That would mean putting Tarkin on one of my main combat glads and I wouldn't want that. Here is an alternate build for the Tark-Mobile, wouldn't be quite as tough but would be much fiercer in the squadron game. Wouldn't want instigator to force squads to shoot at Tarky obviously

.Flagship: (62 pts)Raider I-Class Corvette (44 pts) Impetuous (4 pts) Veteran Captain (3 pts) Flight Controllers (6 pts) Expanded Hangers