Tarkins Glads

By Ginkapo, in Star Wars: Armada Fleet Builds

With wave 3 hitting, there may well be room for a low activation turtle list;

Glad II

Tarkin

Projection experts

Assault Proton Torpedo

Glad II

Projection experts

Assault Proton Torpedo

Glad II

Projection experts

Assault Proton Torpedo

Insidious

Mauler Mithil

IG88

Soontir Fel

Tie Advanced

Firespray x2

Aggressor x2

400/400

What would your objectives be? Unless you're bringing Hyperspace Assault, maybe a different upgrade from Insidious would be better. But definitely bring Isidious with HA.

I see 7 deployments, tons of squadron staying power, but very little answer for long range ships. The squadron dominance will help with that, but Glads aren't much harder to pop than Raiders. Though it does seem like these are built to prop each other up with the abundance of projection experts.

Perhaps you could save points for ordnance experts by switching the PEs off of one and dedicating that as your assault vehicle. The other 2 Glads follow behind and keep the shields up. That may help with the ship-busting game.

Lastly, 3 Glads and no Demo?

Opening Salvo, Hyperspace Assault, Intel Sweep

Tarkin CF tokens are nearly as good as OE.

Long range ships usually hate bombers. Rogue ones are even worse for them.

Ships arent meant to heavily engage unless an opportunity arises. Its not a brawling list.

Demo always dies. No place here.

Demo skews list, this is equality

You should name the three glads Liberté, égalité, and fraternité! I like the list too, trying to be deceptively tanky and bait the opponent into overcommitting, thinking killing 3 small ships won't be trouble. Until they run into that fighter ball and a bunch of glads with 3 engineering and proj. experts.

Ok, it just seems like the Vic would be a better choice for the sit and wait style, but then again you do have all those rogues. Only 2 of those are actual bombers, though the rest have black dice against ships.

I was thinking Superior Positions would be amazing with your rogues. You dominate the squadron game, so your opponent wouldn't be able to get nearly as many tokens from squadrons as you could, and ships typically don't want to close with the Glads. Then again, your opponent is highly unlikely to choose it against this fleet, imho. Which could work to your advantage if you'd rather force playing one of the other objectives.

Hyperspace assault with insidious speaks for itself. But I do think that your opponent's may see this as a chance to split up the effectiveness of your projection experts.

Opening salvo actually works well here, I think. You have very low cost ships that are probably more likely to die than to finish the game with damage on them, whereas your APTs could be triggered at long range, plunk a damage down on multiple ships from the very beginning, and really screw with your opponent at the get-go.

Fair point about CF with Tarkin vs OEs.

Not sure being able to reroll 1 dice is similar to rerolling all your black dice, if you have blank, hit, hit, hit, you have the same chance of blanks as you do getting that hit/crit, plus people can make you reroll your single reroll you just lucked out on getting a crit/hit to trigger the APT. redundancy is key for Imperials throwing black dice, you will rarely outside Demo get more than 1 shot per game per ship where it matters, with black dice.

Other than that, seems a somewhat curious build, not a brawling list when your dice are predominately black? seems very counter intuitive to me. Why Gladiator 2's over 1's? you have a dedicated Anti Squadron squadron build, so it cannot be for an extra blue AA dice.

I mean if you want a fleet that dances around while you win the squadron fight, why not go all Raider? faster and more maneuverable, and less points.

Not sure being able to reroll 1 dice is similar to rerolling all your black dice, if you have blank, hit, hit, hit, you have the same chance of blanks as you do getting that hit/crit, plus people can make you reroll your single reroll you just lucked out on getting a crit/hit to trigger the APT. redundancy is key for Imperials throwing black dice, you will rarely outside Demo get more than 1 shot per game per ship where it matters, with black dice.

Other than that, seems a somewhat curious build, not a brawling list when your dice are predominately black? seems very counter intuitive to me. Why Gladiator 2's over 1's? you have a dedicated Anti Squadron squadron build, so it cannot be for an extra blue AA dice.

I mean if you want a fleet that dances around while you win the squadron fight, why not go all Raider? faster and more maneuverable, and less points.

Though I think I do agree that those extra points from the class upgrade could be changed into something else, like ordnance experts and a bid. At least Insidious could be downgraded to Glad I to get more utility from the extra range of black dice.

Edited by Parkdaddy

So in light of my recent post, this is an alternate build that lets the Glads work separately, rather than needing to stick together for the projection experts to synergize. It's not completely different, but breaks up the monotony that is common to most Imperial lists by giving different roles to the same ship type (albeit onlyslightly different, situational roles).

Faction: Galactic Empire

Points: 399/400

Commander: Grand Moff Tarkin

Assault Objective: Opening Salvo

Defense Objective: Hyperspace Assault

Navigation Objective: Superior Positions

[ flagship ] Gladiator I-Class Star Destroyer (56 points)

- Grand Moff Tarkin ( 38 points)

- Wulff Yularen ( 7 points)

- Ordnance Experts ( 4 points)

- Engineering Team ( 5 points)

- Assault Proton Torpedoes ( 5 points)

= 115 total ship cost

Gladiator I-Class Star Destroyer (56 points)

- Insidious ( 3 points)

- Veteran Captain ( 3 points)

- Ordnance Experts ( 4 points)

- Engineering Team ( 5 points)

- Assault Proton Torpedoes ( 5 points)

= 76 total ship cost

Gladiator I-Class Star Destroyer (56 points)

- Veteran Captain ( 3 points)

- Ordnance Experts ( 4 points)

- Projection Experts ( 6 points)

- Assault Proton Torpedoes ( 5 points)

= 74 total ship cost

1 "Mauler" Mithel ( 15 points)

1 TIE Advanced Squadron ( 12 points)

1 Soontir Fel ( 18 points)

2 Firespray-31s ( 36 points)

1 IG-88 ( 21 points)

2 Aggressor Assault Fighters ( 32 points)

I kept projection experts on the least attractive ship because... It's the least attractive ship and less likely to be shot at, meaning it can buff the other ships.

Wulff commands the flagship to keep at least 1 token assured on it, whether engineering to stay alive or navigation to stay flexible. Veteran captains give a lesser degree of flexibility/survivability to the other Glads. Why take those with Tarkin? Maybe your ships need different tokens, but Tarkin only gives out 1 type each round. Perhaps a defense liaison (with spammed CF commands) may be more powerful here.

The Glads have less AS ability, but the downgrade and subsequent inclusion of OEs gives them more umpf against builds that like to charge ships.

So in light of my recent post, this is an alternate build that lets the Glads work separately, rather than needing to stick together for the projection experts to synergize. It's not completely different, but breaks up the monotony that is common to most Imperial lists by giving different roles to the same ship type (albeit onlyslightly different, situational roles).

Faction: Galactic Empire

Points: 399/400

Commander: Grand Moff Tarkin

Assault Objective: Opening Salvo

Defense Objective: Hyperspace Assault

Navigation Objective: Superior Positions

[ flagship ] Gladiator I-Class Star Destroyer (56 points)

- Grand Moff Tarkin ( 38 points)

- Wulff Yularen ( 7 points)

- Ordnance Experts ( 4 points)

- Engineering Team ( 5 points)

- Assault Proton Torpedoes ( 5 points)

= 115 total ship cost

Gladiator I-Class Star Destroyer (56 points)

- Insidious ( 3 points)

- Veteran Captain ( 3 points)

- Ordnance Experts ( 4 points)

- Engineering Team ( 5 points)

- Assault Proton Torpedoes ( 5 points)

= 76 total ship cost

Gladiator I-Class Star Destroyer (56 points)

- Veteran Captain ( 3 points)

- Ordnance Experts ( 4 points)

- Projection Experts ( 6 points)

- Assault Proton Torpedoes ( 5 points)

= 74 total ship cost

1 "Mauler" Mithel ( 15 points)

1 TIE Advanced Squadron ( 12 points)

1 Soontir Fel ( 18 points)

2 Firespray-31s ( 36 points)

1 IG-88 ( 21 points)

2 Aggressor Assault Fighters ( 32 points)

I kept projection experts on the least attractive ship because... It's the least attractive ship and less likely to be shot at, meaning it can buff the other ships.

Wulff commands the flagship to keep at least 1 token assured on it, whether engineering to stay alive or navigation to stay flexible. Veteran captains give a lesser degree of flexibility/survivability to the other Glads. Why take those with Tarkin? Maybe your ships need different tokens, but Tarkin only gives out 1 type each round. Perhaps a defense liaison (with spammed CF commands) may be more powerful here.

The Glads have less AS ability, but the downgrade and subsequent inclusion of OEs gives them more umpf against builds that like to charge ships.

This reminds me of my regionals list, a three glad fireball with Tarkin at the helm. It's a ton of fun to fly, and just a heads up, you will play hyperspace assault 99% of the time. My objectives are the same as yours with the exception of opening salvo which is replaced with precision strike. I've only ever had red/blue picked once, but when they are it's a points piñata. I once went from dead last in the tourney to fourth with a 607 MOV because someone with a squadron less build picked my SP. If I can give my opinion though, ET is much better at keeping glads alive than projection experts, as it makes dodging a ships most dangerous arc much easier. And with Tarkin you can hand out a nav token to everyone, granting free engine techs and freeing up all of your ships dials for other things.

Fleet Summary Page (400 of 400 pts) Faction: The Empire Commander: Grand Moff Tarkin (38 pts)

Flagship: (73 pts) Gladiator I-class Star Destroyer (56 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)

Squadrons (133 of 134 pts): 1x Darth Vader Tie Advanced Squadron (21 pts) 1x Major Rhymer Tie Bomber Squadron (16 pts) 4x Firespray-31 (72 pts) 2x JumpMaster 5000 (24 pts)

I once went from dead last in the tourney to fourth with a 607 MOV because someone with a squadron less build picked my SP.

That was a bad day for that guy.

But yes, your opinion about the ETs is quite valid, especially since you are running Demo. But also more expensive. I believe Ginkapo's original intent was to make a turtle fleet that doesn't need to go anywhere and is ok with taking one or two strong arc shots. Perhaps that idea is better suited to the more survivable Vic (with more firepower), and the Glad really does just need to be able to maneuver on a dime. Time and testing will tell.

I once went from dead last in the tourney to fourth with a 607 MOV because someone with a squadron less build picked my SP.

That was a bad day for that guy.

But yes, your opinion about the ETs is quite valid, especially since you are running Demo. But also more expensive. I believe Ginkapo's original intent was to make a turtle fleet that doesn't need to go anywhere and is ok with taking one or two strong arc shots. Perhaps that idea is better suited to the more survivable Vic (with more firepower), and the Glad really does just need to be able to maneuver on a dime. Time and testing will tell.

A Vic would be more durable for sure, but turtleing can be very effective with this list as well. I've deployed everything at speed two only to shut down to 0 with a dial + Tarkin token turn one. It can really mess with your opponents command stacks. And then when they finally get close enough to threaten you, another token + nav dial combo will allow you to scootch by them at speed three (with engine techs) now you have three glads either past an imperial formations front arcs or tucked safely into rebel ackbar front arcs. Meanwhile the enemy fleet has also been taking squadron fire through the whole ordeal.