Major Rhymer's All Stars and some other ships

By jw109v, in Star Wars: Armada Fleet Builds

So this is my first post here. I almost left armada because of how crappy NON demolisher gladiators became. I loved the ships because they look cool and they're agile. But we all know there's much better options now than a ship that has a bunch of black dice. However, today I returned to the game and went to a tournament at my FLGs today. I ended up winning 3-0 and fell in love with the flotillas which rekindled my interest in the game. I am sharing the list I won with. This is called Major Rhymer's Allstars and some other ships because that's pretty much what it is. It has a heavy centerpiece ISD. But all of the other ships are just support for the fighters and the ISD. Here ya go!

Total: 397

Flagship: ISD 2

Commander: Skreed

Wulf Yularen

Avenger

Booster Comms

ECM

Gunnery Team

XI7 Turbo Lasers

Gozanti Cruiser

Jamming Field

Gozanti Cruiser

Comms Net

Gozanti Cruiser

Bomber Command

Vector

Squadrons:

Dengar

Boba fett

Darth Vader

Tie Bomber

Tie Fighter x3

Howl Runner

Major Rhymer

I started all ships at speed one. The Gozanti with Comms spent the first few turns feeding my ISD tokens. Yularen kept the tokens on the ISD whenever I activated it. My fleet basically didn't move until I saw rebels getting too close to my flotillas and then I would just bugger them out. Avenger was really good on the ISD because you activate 5 ships (three bombers, vader who pseudo bombs, and maybe a tie or something - three of those ships get rerolls) and usually the opponent has exhausted one or two of their defense tokens. They kind of forgot about avenger shooting on the same activation normally. Anyways that's my fun success story. Feedback and everything else is well appreciated. I fought all rebel players today and played against a reekan list, a dodo list, and a garm is bel list. They all had a well rounded assortment of ships with fighter support.

I dig it. I think I might give it a try but swap jamming field for something. Hmmmmm

What objectives?

Edited by WGNF911

How much use did you get out of Screed with just the one shooty ship? I probably would have gone Motti

Huh, no one told me non-demo glads weren't good... And here I've been winning with gladiator swarms that are missing the demo title all together...

Strong this list is. Fear it I would.

Well to answer a few of you:

Objectives: Superior Positions, Contested Outpost, and Precision Strike (I was always below my opp at 397 so I never got to run my objectives.

Skreed is something I was considering swapping just for that reason. I don't have Motti. That is probably the better choice. Although for the ISD 2 and just blue and red die and so much chance of missing, it was nice to at least get a crit when it did fire.

I am glad someone has been getting some love with glads. I just haven't. I tried and tried. Even at double arc, my rebel opponents would just halve the damage or redirect all over the ship because black dice have no accuracies. It's just my opinion though. If you have a glad list I would LOVE to take a look at it. And I'm not bein sarcastic in saying that either. I really like glads and love to see them viable in my fleet again.

Well to answer a few of you:

Objectives: Superior Positions, Contested Outpost, and Precision Strike (I was always below my opp at 397 so I never got to run my objectives.

Skreed is something I was considering swapping just for that reason. I don't have Motti. That is probably the better choice. Although for the ISD 2 and just blue and red die and so much chance of missing, it was nice to at least get a crit when it did fire.

I am glad someone has been getting some love with glads. I just haven't. I tried and tried. Even at double arc, my rebel opponents would just halve the damage or redirect all over the ship because black dice have no accuracies. It's just my opinion though. If you have a glad list I would LOVE to take a look at it. And I'm not bein sarcastic in saying that either. I really like glads and love to see them viable in my fleet again.

The key to running them successfully (in my opinion) without demo is to run them as a pack. Surround your prey and hit them with multiple double arcs, digging into the weakest firing enemy arc. They are surprisingly sturdy, so if you get into the side of an ISD or nose of an MC80 you can stay there for a while and just spam repairs to recover hull and move shields around.

Go browse through the fleets sub forum for 'Tarkins Gladiators', it's a list of mine from wave two that I had a lot of fun with that uses Tarkin tokens to grant free engine techs to all four glads, freeing up their dials for whatever else might be needed. I have a bunch of fleets posted there, thank goodness there is a sub section dedicated to that! Most of them will have demo in them as they were built for tournament play, but I try not to take him for casual play anymore. Plus if you drop him that gives another glad Intel officer haha.

Edited by MandalorianMoose

Insufficient bombers

I mightve swapped one bomber for a tie fighter (if I had another bomber). But it worked with the three bombers and vader (the pseudo bomber).

I ran lists of glads with ACM, ordinance experts, engine techs, and intel officer. The glads become really expensive. And as much punch as they mightve had, whenever I came across highly maneauveravle 3 ISD lists I was done. They just couldnt survive for a turn for the turn they all needed to hit at once.

I am searching for Tarkins Gladiators and not finding anything. Do you have a link?

Here is a rough outline of how it looked. Not doable any more with wave 3/4 out and the amount of squadrons flying around, but tweak it so it works for you. (My new tournament list is two glads, two gozantis and a mixed fighter/bomber ball). The key with glads is avoiding those biggest arcs. Try getting the ISDs to tangle up on each other, shouldn't be too difficult with gladiators vs three large base ships

Fleet Details

Fleet Summary Page (385 of 400 pts) Faction: The Empire Commander: Grand Moff Tarkin (38 pts)

Ship 1: (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: (81 pts) Gladiator I-class Star Destroyer (56 pts) Insidious (3 pts) Admiral Montferrat (5 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 2: (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)

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

How do you feel about ACMs versus APTs on glads?

How do you feel about ACMs versus APTs on glads?

Depends on the rest of your fleet. If you have XI-7 then APT, if not ACM does work stripping shields to negate redirects in their own way. However I tend to usually go APT because crits through shields can cripple ships before their defenses should have normally come down. And they're two points cheaper!

APT is 5pts and 2 extra damage (if crits are rolled.) face up and before brace/redirect resolve. they also synergize well with Precision Strike.

ACM is 7pts for 4 extra damage (if crits are rolled.) largely negate redirects, and are a nightmare if there hitting something with no shields remaining, great way of pushing a ton of damage through, as they cannot be braced or redirected.

Largely swings and round abouts, I've used both extensively and neither is that much more powerful than the other, so personal choice, or objectives, Admiral (Rebel) or simply cost.