No Demolisher in the Seventh Fleet

By xero989, in Star Wars: Armada Fleet Builds

So with a seventh fleet list winning regionals I thought the list looked cool and fun, but I wanted to make it my own, I also wanted the Gladiator to pull their wieght a little more. So I have come up with this.

Imperial II (120)
• Moff Jerjerrod (23)
• Captain Brunson (5)
• Gunnery Team (7)
• Early Warning System (7)
• Leading Shots (4)
• Quad Battery Turrets (5)
• Seventh Fleet Star Destroyer (5)
= 176 Points

Gladiator II (62)
• Ordnance Experts (4)
• Projection Experts (6)
• External Racks (3)
• Seventh Fleet Star Destroyer (5)
= 80 Points

Gladiator II (62)
• Ordnance Experts (4)
• Projection Experts (6)
• External Racks (3)
• Seventh Fleet Star Destroyer (5)
= 80 Points

Squadrons:
• Mauler Mithel (15)
• JumpMaster 5000 (12)
• Zertik Strom (15)
• Black Squadron (9)
= 51 Points

Total Points: 387

I know what you are thinking its beautiful, a hot mess to be sure but a beautiful one. I really wanted to take the Seventh Fleet "gimick" up a notich because why not, but that ment I had to go lighter on squadrons so I would not be able to rely on my squadrons to do my lifting but I did not want to be vulnerable to heavy squadrons ether so Mauler with 3 ships that have two flak dice seamed like the answer to me. The gladiators can punch ship or squadrons pretty hard and with the sustianed damage from the ISD we should have no problem taking down ships.

It just seams unique and fun thoughts?

A Glad list without Demo..... Heresy I say, burn the witch.😂

On 2/20/2019 at 5:32 PM, xero989 said:

It just seams unique and fun thoughts?

Some thoughts from a fellow heretic ;)

I think that your approach made the original fleet idea weaker, given that it's point was to keep ISD alive at all costs, sacrifice the rest of the ships and still win big by losing less than 100 pts vs squad light fleets or tabling squad heavy fleets. In your version loss of both gladiators is 160 points so you can't lose them both and still get 9-1 or even 8-3 (unless opponent is tabled and you didnt lose any squads). The squad complement isnt scary at all for squad light fleets and is only a delay/speedbump vs squad heavy fleets.

As someone who played 7th fleet ship-heavy fleet competitively, my thoughts are:

1. Go for activation parity - i.e. 5-6 activations. This way you can utilize GSD black dice more often by positioning and forcing opponent to fly into black range (or just into range).

2. Go for IF (and than means that your ISD is Cymoon). This way GSD2 becomes potent at long range as well (2 reds front/1 red side are bumped a lot by IF).

3. Don't underestimate IF flotilla firepower.

4. From my experience double Projection Experts is an overkill. One is usually enough, so second gladiator can be more of a brawler with ET (or medical team - with double 7th fleet and some crit protection it can easily survive any opponent activation as long as they're shooting at front).

5. GSD2 loves Kallus ;)

So... based on this the building carcass is:

Cymoon/7th fleet/Gunnery/IF

GSD2/7th fleet/Kallus/PE/ER

GSD2/ER

2xGozanti/Comms Net

Assuming JJ as a admiral this leaves 48 points for squads/upgrades which is pretty good to customize the fleet based on individual desires (squads/Strategic Adviser/Tua/ISD turbolasers/GSD upgrades etc).

Edited by PT106