Ship Breakdown Videos

By Crabbok, in Star Wars: Armada

After the Interdictor came out I had done a video talking about some ways to use it. I've had alot of request for similar videos for all the ships so I figured I'd start doing "Ship Breakdown" videos. I've started with the older ships, since they are most impacted by all the new stuff that has come out. I'm mostly giving my own opinions on these ships, but it's a fun series to be working on because it is causing me to go back and re-examine some ships I might no longer play.

Today I did the Gladiator. Here it is if you are interested!

Good stuff, man! Keep 'em coming.

Great Video. A counterpoint to Ozzel is that first you can go from 1 to 4 with Engine techs and that allows you to stay away before you are ready to strike. It also allows you to slow back to 1 and and then engine tech and get two double yaws and that gives you insane maneuverability and this almost always allows me to get out of that critical arc. Ozzel also allows you to fine tune your maneuverability so well that you can many times control the battlefield with your positioning which is so key in Armada. I never use any commander other than Ozzel with Demo and he has served me very very well.

Edited by Overdawg
1 hour ago, Overdawg said:

Great Video. A counterpoint to Ozzel is that first you can go from 1 to 4 with Engine techs and that allows you to stay away before you are ready to strike. It also allows you to slow back to 1 and and then engine tech and get two double yaws and that gives you insane maneuverability and this almost always allows me to get out of that critical arc. Ozzel also allows you to fine tune your maneuverability so well that you can many times control the battlefield with your positioning which is so key in Armada. I never use any commander other than Ozzel with Demo and he has served me very very well.

Very interesting points. I may have to give this a try at some point.

Something you neglected to mention is that a Gladiator-2 Demolisher with Ruthless Strategists is one of the best anti-squadron tools in the game, and can't easily be countered by many squadron-focused fleets.

2 hours ago, Overdawg said:

Great Video. A counterpoint to Ozzel is that first you can go from 1 to 4 with Engine techs and that allows you to stay away before you are ready to strike. It also allows you to slow back to 1 and and then engine tech and get two double yaws and that gives you insane maneuverability and this almost always allows me to get out of that critical arc. Ozzel also allows you to fine tune your maneuverability so well that you can many times control the battlefield with your positioning which is so key in Armada. I never use any commander other than Ozzel with Demo and he has served me very very well.

I love me some of that Imperial mustache, doesn't hurt that he's only 20 points too

I think you are underestimating the Glad as a carrier. Equip it with Wulff Yularen and Flight Controllers and you have a pretty lethal 3 squadron activation ship that can still maneuver well if you put Moff Jerjerrod as the admiral. He allows the Glad to not need nav commands in order to get some crazy yaw. Have you seen a Glad do a 2-1-1 turn at speed 3?

Also, if you run Vader as the admiral, you can swap out OE for Sensor teams on a Glad 2 to guarantee your accuracy.

7 hours ago, itzSteve said:

I think you are underestimating the Glad as a carrier. Equip it with Wulff Yularen and Flight Controllers and you have a pretty lethal 3 squadron activation ship that can still maneuver well if you put Moff Jerjerrod as the admiral. He allows the Glad to not need nav commands in order to get some crazy yaw. Have you seen a Glad do a 2-1-1 turn at speed 3?

Also, if you run Vader as the admiral, you can swap out OE for Sensor teams on a Glad 2 to guarantee your accuracy.

I have also done this and it works surprising well and with Ozzel it gives a really good mobile fleet of carriers. I will admit its much harder to pull it off these days and there are better options with transports but its not without merit, especially with Shuttles and relay.

Edited by Overdawg
9 hours ago, thecactusman17 said:

Something you neglected to mention is that a Gladiator-2 Demolisher with Ruthless Strategists is one of the best anti-squadron tools in the game, and can't easily be countered by many squadron-focused fleets.

No doubt that would certainly be effective, however I think it would be an awful shame to use your demolisher to do anti squadron shooting.

Besides, the raider is by far the best anti squadron platform. And if I'm going to use ruthless strategists it's probably going to. E on that. Toss on some flechettes as well and it's

4 hours ago, Crabbok said:

No doubt that would certainly be effective, however I think it would be an awful shame to use your demolisher to do anti squadron shooting.

Besides, the raider is by far the best anti squadron platform. And if I'm going to use ruthless strategists it's probably going to. E on that. Toss on some flechettes as well and it's

It doesn't prevent it. RS on a GSD2 just means you have to go back to Screed to get the critical hit guarantee. It actually makes the GSD2 a sort of Super-Mauler, guaranteeing a minimum of 2 damage to everyone in range. It also totes along APT or ACM to hit ships hard. And with Captain Joints, you can now move him into range and turn that Red into an Accuracy result.

How do you figure it's a minimum of 2 damage to every ship? It's not even a minimum of one damage unless you've got a large amount of healthy squadrons staying at distance 1 of the glad.

really like the video and the series concept. Imho in the future don't just pick the way you feel a ship should be built/played and then base all other discussion points on that build /command philosophy.

looking forward to future videos!

also captain jonus is amazing with the glad 2

15 minutes ago, Tirion said:

really like the video and the series concept. Imho in the future don't just pick the way you feel a ship should be built/played and then base all other discussion points on that build /command philosophy.

looking forward to future videos!

That is good feedback, but it is difficult to implement. I've got some viewers that tend to ask for advice and specific builds, and others that are more interested in a diverse discussion. This series is more for those who are newer to the game and looking for straight up advice. I will always try to cover multiple options for ships, but I don't think I'll ever be able to cover every configuration that people like to run - the sheer number of possibilities is staggering. At the end of the day no matter what advice I give, there are going to be people that say "But you forgot to mention X". That's the risk I take when I put these videos out there, so I try to plan for that reaction by stating that certain builds are good" in my opinion".

I will endeavor to try more non-standard build ideas in future videos in this series, while also giving some examples of the most common loadouts. For the CR-90 for example, naturally I'm going to talk about the strengths of giving it a Turbolaser Reroute Circuits, but that won't be the end of the discussion.

Don't forget the SW-7 Bs