Glad and Vic fleet

By MasterThrawn, in Star Wars: Armada Fleet Builds

Hey guys! I'm fairly new to armada and am starting to look at some new competitive builds. Tell me what you think of it.

Name: Gladiator to Victory!
Faction: Imperial
Commander: Admiral Screed

Assault: Advanced Gunnery
Defense: Contested Outpost
Navigation: Intel Sweep

Gladiator I (56)
• Taskmaster Grint (5)
• Engine Techs (8)
• Assault Concussion Missiles (7)
• Demolisher (10)
= 86 Points

Gozanti Assault Carriers (28)
• Agent Kallus (3)
• Slicer Tools (7)
• Expanded Hangar Bay (5)
• Suppressor (4)
= 47 Points

Victory I (73)
• Admiral Screed (26)
• Wulff Yularen (7)
• Enhanced Armament (10)
• Dominator (12)
= 128 Points

Squadrons:
• Boba Fett (26)
• Soontir Fel (18)
• TIE Interceptor Squadron (11)
• 2 x TIE Bomber Squadron (18)
• 4 x TIE Fighter Squadron (32)
• JumpMaster 5000 (12)
• IG-88 (21)
= 138 Points

Total Points: 399

Are you trying to make this a competitive list? If you are, the first thing must be no more than 134 points in squadrons. That is a rule that says you can’t have more than 1/3 your points in squads.

If you want my advice, you should put tua and ecms on the goxanti because it will die with all those points and that would be bad. Your victory should have an ordinance upgrade to take use of screed. I like to see dominator, but for 12 points it might be not be used because it also takes your shields. I would also drop expanded armament for qbt or spinals.

the squadron build is also pretty weird and I do not know what your goal is with that one. I would recommend using steele and jendon. They bring a lot of firepower that can help your other squads to get in. You do want at least 1 jumpmaster and i would cut some squads for upgraded tie pilots so you get tokens and abilities.

The demo is pretty solid, but remember that it has a lot of stuff on it and has no real defensive capabilities.

Good luck! Let me know if you are interested in anything more.

If you haven’t seen this blog before, check it out; it’s probably the best resource out there for those beginning the game.

http://cannotgetyourshipout.blogspot.com/?m=1

3 hours ago, The Jabbawookie said:

If you haven’t seen this blog before, check it out; it’s probably the best resource out there for those beginning the game.

http://cannotgetyourshipout.blogspot.com/?m=1

Thanks, I have looked at this blog for some ideas for my demo

6 hours ago, Cleto0 said:

Are you trying to make this a competitive list? If you are, the first thing must be no more than 134 points in squadrons. That is a rule that says you can’t have more than 1/3 your points in squads.

If you want my advice, you should put tua and ecms on the goxanti because it will die with all those points and that would be bad. Your victory should have an ordinance upgrade to take use of screed. I like to see dominator, but for 12 points it might be not be used because it also takes your shields. I would also drop expanded armament for qbt or spinals.

the squadron build is also pretty weird and I do not know what your goal is with that one. I would recommend using steele and jendon. They bring a lot of firepower that can help your other squads to get in. You do want at least 1 jumpmaster and i would cut some squads for upgraded tie pilots so you get tokens and abilities.

The demo is pretty solid, but remember that it has a lot of stuff on it and has no real defensive capabilities.

Good luck! Let me know if you are interested in anything more.

10

Thanks for the advice! When you said expanded armament did you mean enhanced armament? Also, what did you mean by ecms?

First of all: Welcome to the game and the community!

I guess he meant enhanced armament indeed. Its too pricy and does not really synergize with the Vic1s strengths. Vics have enormous front arcs. Point and shoot, that's what they do. An ordnance upgrade fits really well, but it is often hard to pull off the shots, bc the Vic flies like a bowl of cereals.

ECM is short for electronic countermeasures, a defensive retrofit upgrade (hence Tua, since the Gozanti scannot usually equip those). You can find a thread with most shorts and acronyms on the toplevel of this Armada forum.

Those gozantis are a really juicy target and have only the health and defensive abilities of a squadron. For less than the same cost you could have 2 naked gozanti cruisers. Shorter range, but together the same amount of flakdice against all squads. Also, more squadpush than 1 with hangar bays.

Would also drop Dominator. You cannot repair command all the time, bc you need to push squads with the Vic too. And a Yularen token isn't enough to rep 2 shields each turn. Between this and enhanced armament, you just freed 22 points for redistribution. I too would suggest an ordnance Upgrade (APT or ACM) and Spinals, XI-7s or DTTs. QBTs are counterintuitive on a Vic1 since you want to get close fast, not slow them down and delay close quarter combat.

Considering squads... your ball is a bit strange. For example, Soontir doesn't really do anything for you. He needs escorts to trigger his effect, otherwise they just attack him first. Ciena Ree would be a cheaper and more effective alternative. Boba Fett is a nice bomber, but his effect isn't rellay great, since your opponent chooses where a ship takes the damage. Also, w/o Fighter Ambush as objective, you will only ever trigger him 5 times per game at max, more realisticly 3 to 4 times.

Hope it helps, but as allways:

Feel free to give a dang and enjoy flying your list :)

14 hours ago, R4Pi3R said:

Those gozantis are a really juicy target and have only the health and defensive abilities of a squadron. For less than the same cost you could have 2 naked gozanti cruisers. Shorter range, but together the same amount of flakdice against all squads. Also, more squadpush than 1 with hangar bays.

Can’t believe I didn’t think of that. It seems much better.

Name: Gladiator to Victory!
Faction: Imperial
Commander: Admiral Screed

Assault: Advanced Gunnery
Defense: Contested Outpost
Navigation: Intel Sweep

Gladiator I (56)
• Agent Kallus (3)
• Gunnery Team (7)
• Engine Techs (8)
• Assault Concussion Missiles (7)
• Demolisher (10)
= 91 Points

Gozanti Cruisers (23)
= 23 Points

Victory I (73)
• Admiral Screed (26)
• Wulff Yularen (7)
• H9 Turbolasers (8)
• Assault Concussion Missiles (7)
= 121 Points

Gozanti Cruisers (23)
• Bomber Command Center (8)
= 31 Points

Squadrons:
• Colonel Jendon (20)
• 2 x TIE Bomber Squadron (18)
• Dengar (20)
• Aggressor Assault Fighter (16)
• TIE Interceptor Squadron (11)
• Mauler Mithel (15)
• TIE Advanced Squadron (12)
• Maarek Stele (21)
= 133 Points

Total Points: 399

Thanks for the input! Heres an updated list I made from all the tips.

Looks a lot cleaner than before! :)

Some pointers to the new list:

Demo doesn't want Gunnery Team. It wants Ordnance experts. It packs a severe punch and you do not want to split the damage of its two attacks on two targets. With OE and Screed you can agressively reroll any black that is not a hit+crit.
Also, Demo wants to shoot ships, not squads. Kallus is a good officer on another Gladiator (i often put him on Insidious when i play a double Glad build) but Demo doesn't love him and vice versa.

I am also not sold on the Agressor. Out of the 9 squads it is your only Rogue , so you HAVE TO push squads with both Gozantis AND the Vic anyway. For the same points you can have a generic Defender with more hull, more speed and better dice PLUS as a bomber it will benefit from BCC.

5 minutes ago, R4Pi3R said:

Also, Demo wants to shoot ships, not squads. Kallus is a good officer on another Gladiator (i often put him on Insidious when i play a double Glad build) but Demo doesn't love him and vice versa. 

A note:

Gladiator II (62)
• Agent Kallus (3)
• Ordnance Experts/Ruthless Strategists (4)
• External Racks/Flechette Torpedoes (3)
• Demolisher (10)
= 82 Points

Yep, even squads can be wrecked by Demo; it does have to be specifically built for, though. 😁

1 minute ago, The Jabbawookie said:

A note:

Gladiator II (62)
• Agent Kallus (3)
• Ordnance Experts/Ruthless Strategists (4)
• External Racks/Flechette Torpedoes (3)
• Demolisher (10)
= 82 Points

Yep, even squads can be wrecked by Demo; it does have to be specifically built for, though. 😁

Thank you for catching that, you are totally right! I have absolutely forgotten the FlakDemo ._.

And now I shudder in remembrance :D

18 minutes ago, R4Pi3R said:

Looks a lot cleaner than before! :)

Some pointers to the new list:

Demo doesn't want Gunnery Team. It wants Ordnance experts. It packs a severe punch and you do not want to split the damage of its two attacks on two targets. With OE and Screed you can agressively reroll any black that is not a hit+crit.
Also, Demo wants to shoot ships, not squads. Kallus is a good officer on another Gladiator (i often put him on Insidious when i play a double Glad build) but Demo doesn't love him and vice versa.

I am also not sold on the Agressor. Out of the 9 squads it is your only Rogue , so you HAVE TO push squads with both Gozantis AND the Vic anyway. For the same points you can have a generic Defender with more hull, more speed and better dice PLUS as a bomber it will benefit from BCC.

What expansion pack does ordnance experts come in? Also I just like the aggressor it lets me destroy enemy squadrons in regular dogfights and it's nice to have at least one squad with rogue.

17 minutes ago, MasterThrawn said:

What expansion pack does ordnance experts come in? Also I just like the aggressor it lets me destroy enemy squadrons in regular dogfights and it's nice to have at least one squad with rogue.

Raider and MC30. I have to second R4Pi3R here; the Aggressor isn't terrible, it's just not amazing and a little expensive (especially compared to those fancy Rebel YT-2400s.) It's mostly about the opportunity cost. Here, for instance, Zertik would do a great job completing your escort coverage (and doing slightly better damage to ships.)

On an unrelated note, I'd spend that last point to upgrade your advanced squadron to Tempest, which hits as hard as a TIE bomber.

I only have one Gozanti and I don't have the raider or imp squads II but I can buy 2 of them. Which 2 should I buy? Would you recommend getting another Gozanti this soon?

4 minutes ago, MasterThrawn said:

I only have one Gozanti and I don't have the raider or imp squads II but I can buy 2 of them. Which 2 should I buy? Would you recommend getting another Gozanti this soon?

I bought 2 goxanti packs before I had a core set. I was using a friends ISDs for a month 😂

10 minutes ago, Cleto0 said:

I bought 2 goxanti packs before I had a core set. I was using a friends ISDs for a month 😂

I bought the core set, the gladiator, and imp squads 1 (which my local Game store happened to still have in stock) soon followed by the Gozanti, The Chimaera and the Profundity.

On 12/13/2018 at 5:12 PM, R4Pi3R said:

First of all: Welcome to the game and the community!

I guess he meant enhanced armament indeed. Its too pricy and does not really synergize with the Vic1s strengths. Vics have enormous front arcs. Point and shoot, that's what they do. An ordnance upgrade fits really well, but it is often hard to pull off the shots, bc the Vic flies like a bowl of cereals.

ECM is short for electronic countermeasures, a defensive retrofit upgrade (hence Tua, since the Gozanti scannot usually equip those). You can find a thread with most shorts and acronyms on the toplevel of this Armada forum.

Those gozantis are a really juicy target and have only the health and defensive abilities of a squadron. For less than the same cost you could have 2 naked gozanti cruisers. Shorter range, but together the same amount of flakdice against all squads. Also, more squadpush than 1 with hangar bays.

Would also drop Dominator. You cannot repair command all the time, bc you need to push squads with the Vic too. And a Yularen token isn't enough to rep 2 shields each turn. Between this and enhanced armament, you just freed 22 points for redistribution. I too would suggest an ordnance Upgrade (APT or ACM) and Spinals, XI-7s or DTTs. QBTs are counterintuitive on a Vic1 since you want to get close fast, not slow them down and delay close quarter combat.

Considering squads... your ball is a bit strange. For example, Soontir doesn't really do anything for you. He needs escorts to trigger his effect, otherwise they just attack him first. Ciena Ree would be a cheaper and more effective alternative. Boba Fett is a nice bomber, but his effect isn't rellay great, since your opponent chooses where a ship takes the damage. Also, w/o Fighter Ambush as objective, you will only ever trigger him 5 times per game at max, more realisticly 3 to 4 times.

Hope it helps, but as allways:

Feel free to give a dang and enjoy flying your list :)

Just realized my fleet builder is not counting the cost of contested outpost so I have to scrap the second Gozanti.

17 minutes ago, MasterThrawn said:

Just realized my fleet builder is not counting the cost of contested outpost so I have to scrap the second Gozanti.

All objectives are free. That’s the value of a victory token.