I don't think this works...

By Teh HOBO, in Star Wars: Armada Fleet Builds

Several thoughts coalesced into this thing, "what other ships can take Fighter Coordination Teams?" "Can we make Decimators faster? AFFM really doesn't work for them." "Gladiators and Decimators, that seems like it should work." "Demolisher on a Glad II with Kallus was real good at wrecking fighters." "I like Jerjerod." No apologies.

I don't think this works

Faction: Galactic Empire
Points: 398/400

Commander: Moff Jerjerrod

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

Gladiator I-Class Star Destroyer (56 points)
- Ordnance Experts ( 4 points)
- Fighter Coordination Team ( 3 points)
- Assault Proton Torpedoes ( 5 points)
= 68 total ship cost

[ flagship ] Gladiator I-Class Star Destroyer (56 points)
- Moff Jerjerrod ( 23 points)
- Insidious ( 3 points)
- Admiral Montferrat ( 5 points)
- Ordnance Experts ( 4 points)
- Fighter Coordination Team ( 3 points)
- Assault Proton Torpedoes ( 5 points)
= 99 total ship cost

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 84 total ship cost

Gozanti-class Cruisers (23 points)
- Hondo Ohnaka ( 2 points)
= 25 total ship cost

1 Valen Rudor ( 13 points)
1 Bossk ( 23 points)
1 Zertik Strom ( 15 points)
2 VT-49 Decimators ( 44 points)
1 Morna Kee ( 27 points)

I really don't think this works but the crazy part of my brain keeps telling me it might. Basic idea is to give you a choice between Demolisher or the Insidious Decimator ball, get one of those behind and start doing bad things. Things I think might make it better are downgrading the Glad 2 to a 1 and adding engine techs(dropping Kallus) or doing the same but swapping Valen for Dengar and maybe demoting Morna to a generic.

I've used FCT glad with Mauler to double-tap damage from him in one round by hopping him off an asteroid, but I never considered using it for Decimators... I'd imagine it would only really help the first few rounds leading up to engagement, as once the squadron battle has begun FCT wont really do anything, are you sure you'd need it on both gladiators? Maybe put engine techs on the flagship or demo to increase their range/escapability? I'm interested to hear how this fleet works out for you

4 hours ago, MandalorianMoose said:

I've used FCT glad with Mauler to double-tap damage from him in one round by hopping him off an asteroid, but I never considered using it for Decimators... I'd imagine it would only really help the first few rounds leading up to engagement, as once the squadron battle has begun FCT wont really do anything, are you sure you'd need it on both gladiators? Maybe put engine techs on the flagship or demo to increase their range/escapability? I'm interested to hear how this fleet works out for you

You cannot Double tap him this way. If you are engaged, fct doesnt work, if you are not, mauler doesnt do damage. I Think you cannot be engaged and unanged at the same time.

7 hours ago, Coldhands said:

You cannot Double tap him this way. If you are engaged, fct doesnt work, if you are not, mauler doesnt do damage. I Think you cannot be engaged and unanged at the same time.

Obstruction prevents engagement. Hide him on an asteroid, fly the glad up to it and “bump” him out, then fly an Intel ship in and move mauler again with the activation. Obviously flight commander is required for this to work

Edited by MandalorianMoose
25 minutes ago, MandalorianMoose said:

Obstruction prevents engagement. Hide him on an asteroid, fly the glad up to it and “bump” him out, then fly an Intel ship in and move mauler again with the activation. Obviously flight commander is required for this to work

Okay, I see Where you Come from. So normally for this trick you look for a situation When your Enemy is further away than r1, but not further than 2xr1, and the obstacle removes the minimum range. Well, waiting passively for your opponent to get there, im not sure if a Half decent player would do Such a silly thing. You can set a trap on your own, pinning down Enemy squads, holding him back for the next turn: Soften up targets, then he does what you described. But he would do the same ammount of damage if he went in streight away, but your way is keeping him alive. For extra 6 Points.

2 minutes ago, Coldhands said:

Okay, I see Where you Come from. So normally for this trick you look for a situation When your Enemy is further away than r1, but not further than 2xr1, and the obstacle removes the minimum range. Well, waiting passively for your opponent to get there, im not sure if a Half decent player would do Such a silly thing. You can set a trap on your own, pinning down Enemy squads, holding him back for the next turn: Soften up targets, then he does what you described. But he would do the same ammount of damage if he went in streight away, but your way is keeping him alive. For extra 6 Points.

You’d be surprised. People REALLY hate mauler. Often enough I could bait people into going for him by placing him on a obstacle that could be reached by the enemy. Place one escort squad off the obstacle to create a little pocket you can jump to. Then most opponents clump their fighters in a ball to attack obstructed mauler while avoiding the escort. Now they are all neatly together so you can hit them all :)