Gladiator vs 2 Raiders

By CommanderDave, in Star Wars: Armada Fleet Builds

I have very rarely run Raiders and never run any Glads but Demo. I’m looking at two lists. Any insight on pros and cons would be appreciated. I’m mostly concerned about the Insidious and Slicer Goz vs the two Raiders.

Assault Objective: Most Wanted
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

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

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Flechette Torpedoes ( 3 points)
= 90 total ship cost

[ flagship ] Gladiator II-Class Star Destroyer (62 points)
- Admiral Screed ( 26 points)
- Insidious ( 3 points)
- Admiral Montferrat ( 5 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 113 total ship cost

Gozanti-class Cruisers (23 points)
- Slicer Tools ( 7 points)
= 30 total ship cost

1 Colonel Jendon ( 20 points)
1 Morna Kee ( 27 points)
1 IG-88 ( 21 points)
1 Dengar ( 20 points)
2 VT-49 Decimators ( 44 points)
= 132 total squadron cost

vs.

Assault Objective: Most Wanted
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

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

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Flechette Torpedoes ( 3 points)
= 90 total ship cost

Raider II-Class Corvette (48 points)
- Disposable Capacitors ( 3 points)
- Heavy Ion Emplacements ( 9 points)
= 60 total ship cost

[ flagship ] Raider I-Class Corvette (44 points)
- Admiral Screed ( 26 points)
- Admiral Montferrat ( 5 points)
- External Racks ( 3 points)
= 78 total ship cost

1 IG-88 ( 21 points)
2 VT-49 Decimators ( 44 points)
1 Morna Kee ( 27 points)
1 Dengar ( 20 points)
1 Colonel Jendon ( 20 points)
= 132 total squadron cost

I’m reasonably happy with the squadron component and Demolisher loadout. Any advice or suggests are welcome though.

Glad 2s have a range advantage over raiders but raiders are cheaper

IMO Gladiators are made for one thing: killing ships. You can't do any fancy shenanigans with them. Raiders can do a wider range of missions, from heavy AA to killing ships. I prefer Raiders. Only Glad I run is Demo.

Glad. Vs. Raider

Glads pro: Tankier, glads will reliably take at least a couple decent salvos to take down

-Brutal, more damaging especially on double arcs

-Support team, can take engine techs and some other great support team cards

Raiders: faster speed 4 is nice plus ultra manuverble at speed 2

-Better AA, raiders are best ship in the game at AA and can easily destroy entire squad wings with their AA

I personally prefer glads if you can because raiders are So frigile especially If your commanders will be on it, although the extra AA could really support your list giving your Decimaters freedom to decimate any enemy ships they want.

Edited by clontroper5

Yeah, my ships are there to help win the squadron war quickly and then to pitch in a little. In the first list, both Gladiators are the II variants for the AA. In my Raider list, I mean the Montferrat type Raider to function mostly as a lifeboat and only pitch in where the risk is low.

I still really like APT raiders, they are so damaging and APT+ ordinance experts is only 53 points plus it does more against squads with the reroll. Could save you a little bit over the raider-2, but I haven't tried the decap+heavyions yet so if you think it's great you do that too

Honestly, if you're going with Screed and GSD-IIs, I would consider Sensor Teams over OE. With that setup, the GSD is more of a small ship killer vs. a large ship crippler, but you take your 3Black + 1 Red + 1 CF black shot out the side, and average results are 1 blank black, 1 hit/crit black, 2 hit blacks, and the red doesn't matter since you'll use sensors team to accuracy it. Even if you don't get your crit, that's where you have Screed to cancel out a blank to get that hit/crit. APTs are probably the better thing here since you're going for one shot pops, but you'll be locking down their token, and causing 5 damage. And then you have your front arc shot, which will hopefully add 1-2 more damage (even if they get to use their tokens), and likely a final damage of ramming, for a total of 8 damage that can't be scattered or braced or redirected. That should be enough to kill any small based ship or flotilla. It can even be used as a second player, utilizing the double red to take a decent shot at medium range, and then closing in for the side arc kill shot at close with Demo.

Good thinking on the small ship killer. I think you’re right with Sensor Teams.