Btw, I love how we all know and can use AA for Anti-Squadron. Its just so funny. I love saying: Firing the AA flak.
Wave 3/4 Gladiators
Has anyone actually tried the Flight Cord/Command Gladiators? Are they actually as good as we think they are?
Imo again, I don't think the GSD2's 2 AA are worth the 6 points increase. Also, you're not likely to win that fight considering your fighter force is all bomber and no AA.
Factor in jamming field too, and suddenly AA ship fire -even more with RS- becomes the best AA fire possible.
Anyway, I tried the coord + commander GSD, and they're as good as they look. The key is to find a flight pattern for the fighters that need to stay close to the ship. Overlapping your own squadrons usually is not a big problem, considering you can move them after moving the GSD and 2 of them will have a nice +1 movement from coordinators.
yor a god
Y'all are late, I've been using a support GSD throughout wave two!
Several Vassal tournaments ago I used a ruthless strategist GSD 2 as my flagship. Keeping it farther back to help cover my small fighter force. If it was closed on, it could still punch hard and I also used it to cut off fleeing vessels. That second blue die should not be underestimated, especially when combined with RS. I had 4 squadrons tear up a max squadron list because I had ship support (and Mauler of course)
I do think your first GSD should be Demolisher, but if you want a second, there is definitely a place for a support build, especially with the new cards in waves 3-4
Mied. Jamming field does very little when they just dodge the two non heavy uniys and shoot the ship...
Right now, the best role for them might be to puch those flotillas in the face once they hit the market. Oh, and maybe to surprise an opponent as a pocket carrier.
Tried some practice games against myself (read: yknow). Some thoghts. Gladiators are acutally GREAT in wave3. But you need to switch Expanded Launcher into APT.
I think Scatter still scatters all dice before crits are declared and then resolved.
However, if they don't have scatter, then APT will make short work of them.
Or even just take Engine Techs and double ram.
Also, just fly your squad force with your Glads, if youre using them for Squadrons... Its just not worth it I found to turn them to another target.
Right now, the best role for them might be to puch those flotillas in the face once they hit the market. Oh, and maybe to surprise an opponent as a pocket carrier.
Really not sure about this, as the black/red armament is short on accuracies.. delivering a nice GSD punch just to see your enemy using a scatter token. You could avoid that with sensor teams, but the build just gets pricier and the invest/reward ratio is not that great from the very beginning.
I know this thread is about Glads, but did anybody try support raiders already? Lyraeus came up with a Raider+EHB idea a while ago, and I think wave 3 will give some fuel to that idea. A Raider II + EHB is 9 pts less than a GSD II, command 1, speed 4 with amazing maneouverability at speed 1-2. Chances to double-arc a flotilla are quite good, chances to take down a flotilla with double arcing are good. And 9 pts leave room for SW7/ICBs plus one of the nice title cards before breaking even with a GSD II
GSDs actually take effort to kill. Raiders, you simply blow a breeze their way.
Hell I'd contend that its easier to kill a Raider than it is a Gozanti.
Edited by Blail Blerg
I know this thread is about Glads, but did anybody try support raiders already? Lyraeus came up with a Raider+EHB idea a while ago, and I think wave 3 will give some fuel to that idea. A Raider II + EHB is 9 pts less than a GSD II, command 1, speed 4 with amazing maneouverability at speed 1-2. Chances to double-arc a flotilla are quite good, chances to take down a flotilla with double arcing are good. And 9 pts leave room for SW7/ICBs plus one of the nice title cards before breaking even with a GSD II
The main principle with running carriers, is that squadrons are only useful whilst they have a ship capable of activating them. VSD's are fantastic as they dont go down easily. Once Raiders end up in the sights of a couple of ships they die fast. So when facing a raider EHB list, everyone focus fires on the raiders fast and ends the game quickly. Squadrons never get going.
Also, just fly your squad force with your Glads, if youre using them for Squadrons... Its just not worth it I found to turn them to another target.
What if you have redundant carriers? Is there benefit in chucking squadrons between carrier command areas? The way I see it, Gozanti and Glad carriers are highly nimble so can get around a fair bit and effectively chain deliver squadrons about.
I know this thread is about Glads, but did anybody try support raiders already? Lyraeus came up with a Raider+EHB idea a while ago, and I think wave 3 will give some fuel to that idea. A Raider II + EHB is 9 pts less than a GSD II, command 1, speed 4 with amazing maneouverability at speed 1-2. Chances to double-arc a flotilla are quite good, chances to take down a flotilla with double arcing are good. And 9 pts leave room for SW7/ICBs plus one of the nice title cards before breaking even with a GSD II
The main principle with running carriers, is that squadrons are only useful whilst they have a ship capable of activating them. VSD's are fantastic as they dont go down easily. Once Raiders end up in the sights of a couple of ships they die fast. So when facing a raider EHB list, everyone focus fires on the raiders fast and ends the game quickly. Squadrons never get going.
VSDs? - I understand this was about GSDs as support carriers, and they are not that much more sturdy than a raider with one HP, 1 front shield more. The def token layout is a bit more diverse and looks tankier thanks to one redirect, but how often will you get to use it against a ship dedicated to kill you? The raider def token loadout
Not saying that raiders will become mainstay forces outside of DeMSU - but the proposed role as a support carrier/flotilla hunter with AA capabilities is more suited to raider (II)s than GSD (II)s in my opinion.
Against Raiders, Focus fire on one hull zone and kill it with 5 shields remaining. Its easy to do, and there is little a raider can do about it without spamming nav commands to turn different shields to facing. (Which it cant do without letting down its squadrons)
Having a redirect and brace makes a world of difference with a gladiator, add in the fact that they have more shields and they can take a lot more pain. Yes you still have to manouver to avoid a MC80 side arc or ISD front arc, but thats not too much of a compromise.
I know this thread is about Glads, but did anybody try support raiders already? Lyraeus came up with a Raider+EHB idea a while ago, and I think wave 3 will give some fuel to that idea. A Raider II + EHB is 9 pts less than a GSD II, command 1, speed 4 with amazing maneouverability at speed 1-2. Chances to double-arc a flotilla are quite good, chances to take down a flotilla with double arcing are good. And 9 pts leave room for SW7/ICBs plus one of the nice title cards before breaking even with a GSD II
The main principle with running carriers, is that squadrons are only useful whilst they have a ship capable of activating them. VSD's are fantastic as they dont go down easily. Once Raiders end up in the sights of a couple of ships they die fast. So when facing a raider EHB list, everyone focus fires on the raiders fast and ends the game quickly. Squadrons never get going.
Also, just fly your squad force with your Glads, if youre using them for Squadrons... Its just not worth it I found to turn them to another target.
What if you have redundant carriers? Is there benefit in chucking squadrons between carrier command areas? The way I see it, Gozanti and Glad carriers are highly nimble so can get around a fair bit and effectively chain deliver squadrons about.
I don't know. I haven't tried with redundant carriers yet. However, a blob of bombers AND some gladiators coming at you... is pretty scary.
I like it. Yours is much more offensive than I make mine.
Have you considered not taking a GSD2? What's the reason?
My other one however..... Has a 25 pt initiative bid. =) But less ships and more AA in my squadrons.
Also, much love for Tarkin and GSDs in late waves. So much awesome. So much anti-meta.
I love the GSDs + Tarkin + squads8. Its just SOOO fun.
Hmmm, why take a 25 point initiative point bid? Local meta? Just seems like you could drop about 10 to 15 off that bid for a few more goodies.
I like it. Yours is much more offensive than I make mine.
Have you considered not taking a GSD2? What's the reason?
My other one however..... Has a 25 pt initiative bid. =) But less ships and more AA in my squadrons.
Also, much love for Tarkin and GSDs in late waves. So much awesome. So much anti-meta.
I love the GSDs + Tarkin + squads8. Its just SOOO fun.
Hmmm, why take a 25 point initiative point bid? Local meta? Just seems like you could drop about 10 to 15 off that bid for a few more goodies.
National meta. I believe the official demsu sits at 24.
I played this vs demsu once, where I outbid them for first. Was absolutely brutal win.
Became much closer after he removed yet another upgrade to get first on the rematch game.
So... when you make one of the boogey man meta lists have a hard time, i think its worth 10 points.
Also, because I can. Literally I have the room.
well, imo. the GSD 2 isn't worth the points for a 2nd blue die. they hit only .5 of the time. =/
2 AA dice is a pretty efficient counter carrier build
It also works super well when you don't plan to have your GSD activate first (on a turn by turn basis obviously). It forces the squadrons to spread on several hull zones or eat a decent amount of flakk + activated squadrons.
Picture the following build :
- GSD 2 (62 points)
- Chiraneau (10 points)
- Mauler (15 points)
- Soontir Fel (18 points)
So, okay that is 105 points and that's not cheap. Considering most carriers are larger/slower ships, it's the prime target for the Glad's torpedoes. Considering most carriers carry 3 to 5 squadrons and are usually flown together, you can fly your Fel and Mauler in a defensive position. With their tokens, they're likely to tank a couple of shots, ensuring that Fel deals either passive damage if the Glad or Mauler is attacked, and Chiraneau ensures the mauler punch.
With all the passive damage as well as the 2 blue AA, I'm quite confident you can smoke a carriers' escort in 2 turns while your Glad closes in to deliver its black dice. In the mean time, you've neutered the carrier's main threat because a carrier is as good as the number of squadrons it can activate. Then you're putting pressure on the carrier with the black dice.
well, imo. the GSD 2 isn't worth the points for a 2nd blue die. they hit only .5 of the time. =/
2 AA dice is a pretty efficient counter carrier build
It also works super well when you don't plan to have your GSD activate first (on a turn by turn basis obviously). It forces the squadrons to spread on several hull zones or eat a decent amount of flakk + activated squadrons.
Picture the following build :
- GSD 2 (62 points)
- Chiraneau (10 points)
- Mauler (15 points)
- Soontir Fel (18 points)
So, okay that is 105 points and that's not cheap. Considering most carriers are larger/slower ships, it's the prime target for the Glad's torpedoes. Considering most carriers carry 3 to 5 squadrons and are usually flown together, you can fly your Fel and Mauler in a defensive position. With their tokens, they're likely to tank a couple of shots, ensuring that Fel deals either passive damage if the Glad or Mauler is attacked, and Chiraneau ensures the mauler punch.
With all the passive damage as well as the 2 blue AA, I'm quite confident you can smoke a carriers' escort in 2 turns while your Glad closes in to deliver its black dice. In the mean time, you've neutered the carrier's main threat because a carrier is as good as the number of squadrons it can activate. Then you're putting pressure on the carrier with the black dice.
Excited to try out this exact combo as soon as wave three drops.
Fleet Summary Page (399 of 400 pts) Faction: The Empire Commander: Grand Moff Tarkin (38 pts)
Fleet Ship: (90 pts)Gladiator I-class Star Destroyer (56 pts) Demolisher (10 pts) Intel Officer (7 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)
Fleet Ship 1: (91 pts) Gladiator II-class Star Destroyer (62 pts) Admiral Chiraneau (10 pts) Flight Controllers (6 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)
Fleet Ship 2: (34 pts) Gozanti-class Cruisers (23 pts) Suppressor (4 pts) Slicer Tools (7 pts)
Fleet Ship 3: (80 pts) Gladiator I-class Star Destroyer (56 pts) Intel Officer (7 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)
Squadrons (66 of 134 pts): 1x Darth Vader Tie Advanced Squadron (21 pts) 1x Mauler Mithel Tie Fighter Squadron (15 pts) 1x Sontir Fel Tie Interceptor Squadron (18 pts) 1x Tie Advanced Squadron (12 pts)
I like that. All the brunt in the Gladiators to deal damage, while having a sufficient anti squad force.
That said, what you bought isnt cheap: 6 points GSD2. 16 points for Chirpy and Flight Controllers
However, you aren't bidding for first here. And being second with this list suffers quite a bit. So I do think you need to drop upgrades.
I'd drop the Engine Techs and all upgrades on the Gozanti. Giving you about 20 points. Also, would drop either Flight Controller OR Vader down to regular tie A.
Have you tried these on the board? They're short range ships who really like being first. Not to mention the most of all, Demolisher likes to be first.
I like that. All the brunt in the Gladiators to deal damage, while having a sufficient anti squad force.
That said, what you bought isnt cheap: 6 points GSD2. 16 points for Chirpy and Flight Controllers
However, you aren't bidding for first here. And being second with this list suffers quite a bit. So I do think you need to drop upgrades.
I'd drop the Engine Techs and all upgrades on the Gozanti. Giving you about 20 points. Also, would drop either Flight Controller OR Vader down to regular tie A.
Have you tried these on the board? They're short range ships who really like being first. Not to mention the most of all, Demolisher likes to be first.
I am quite familiar with the glad, in fact it is probably the ship I have flown most of all, and many of my lists have featured exclusively gladiators. As such, I am still very comfortable going second with them. I do agree I think I will drop FC for OE on the glad two, as that will be much more benificial than adding 2 or 3 dice to the squadron alpha strike.
Okay. Can you tell me how you use them in 2nd player best? I'll be honest, I can do something, but not nearly what I usually want to do. Games are more like 6-4 cuz can't get a safe ingress or a 2-8 from being blopped at long range.
As second player you need to play a little less aggressively with them. Think less "I will chase down my prey" and more "I will lie here ready to pounce" manouvre yourself in such a way that the only realistic route your enemy can travel is into the deadly side arcs of the gladiator.
hmm. Do you do a lot of slow moves? And I assume you set up into free space right? Rocks make precision close range entrances kind of difficult.
hmm. Do you do a lot of slow moves? And I assume you set up into free space right? Rocks make precision close range entrances kind of difficult.
It depends on what my opponent is presenting me with. If I see an opportunity to strike of course I will take it. But generally playing second I play towards my objectives and try to corral my opponent towards where I want them so that my fleet can converge on a single target all at once. You can make first player actually be a disadvantage if you plan well enough and constantly stay just out of range (or just in red range) of your opponents shops, giving them no good shots before they have to move in closer to you and eat those black dice
I never find I need Chiraneau on my GSD II (which i have been running for a while now). You already have a 10 point upgrade which doubles your AA firepower, it's Demolisher. A simple way to start out your Demo II career if you face heavy squadron is slow roll it at speed 1, hit their Jan/Rhymer with 2 arcs + squadron 2-3 command (depending on tokens). I also run Montferrat to i) allow a passive glad at longer range ii) counter TRC90 side arc. You can still run Intel Officer so Demo is not over invested in AA combos and still wrecks ships. Don't cut OE for Ruthless Strat even in squadron heavy meta. I've done it and it doesn't work out especially in unkown tourny matchups, it's an over investment considering Demo can realiably put out 4 dice per enemy squadron.
Okay. Can you tell me how you use them in 2nd player best? I'll be honest, I can do something, but not nearly what I usually want to do. Games are more like 6-4 cuz can't get a safe ingress or a 2-8 from being blopped at long range.
I've been rocking a 400 point list with a GSD for a couple of months now and it's doing pretty well. My plan is to play objectives and since i have 400 points and "loose" every bid with the exception of a draw everyone makes me go second player because they don't want a Glad to go first player. This is what I want every game. The glue that holds it together after lots of testing is....Admiral Montferrat and well timed pacifism.
Mont is great at threatening TRC90 because they can't shoot you out of their side arc at long range. Take a nav token on turn 1 always so you can activate Mont via 1 nav command. Using it with Mont as second player lets it sit in long range with an Obstruction & Evade vs Red Dice. It's great for hanging out for the inevitable zoom and boom, it also makes trading less frequent and surviving a much improved prospect.
How to play it? Two general ways, as a linebacker or a flanker. Wait for the enemy to come to you, you're glad is the anti flanker/squadron punisher. Go at speed 1 and set up for them to move into you as the defender. As the aggressor you are the flanker to set up second player trades.
Edited by Trizzo2I never find I need Chiraneua on my GSD II (which i have been running for a while now). You already have a 10 point upgrade which doubles your AA firepower, it's Demolisher. A simple way to start out your Demo II career if you face heavy squadron slow roll Demo at speed 1, hit their Jan/Rhymer with 2 arcs + squadron 2-3 (depending on tokens). I run Montferrt to i) allow a passive glad at longer range ii) counter TRC90 side arc or Intel Officer so Demo is not over invested in AA combos and still wrecks ships. Don't cut OE for Ruthless Strat even in squadron heavy meta. I've done it and it doesn't work out especially in unkown tourny matchups.
Well, if we're talking about pure AA titles, Impetuous is pretty kick ass to be honest
One of the great uses of Demolisher is turning it into basically a squadron to hunt for small ships while still being useful against bigger ships. In my games as a Rebel, I was extremely worried about Demo against Corvettes and Nebs, while the tankier ships cared a lot less even with ACM.
I remember some awesomely looking play by an opponent that threw Demolisher at speed "4" thanks to Engine Tech, caught up with a CR90B that was trying to bail and promptly eaten it ! It was insane to see as a Rebel player back then in Wave 1 ![]()
You make a good point about Montferrat on the Glad, especially for hunting small ships with lower attack pools, I'm going to try that next time ![]()