Jump to content
Sign in to follow this  
Cubanboy

Triples question your input welcome.

Recommended Posts

I run three gladiators and love it.  A little slow at first, but as I get used to maneuvering them: awesome.  I am now working with four...

 

400 it will change because if the ISD moves 3, I must use it.

Share this post


Link to post
Share on other sites

What are you running in the quad gladiator list and how is it going? I remember we bounced a few ideas around pree wave one but i haven't managed to use the list yet.

Share this post


Link to post
Share on other sites

Haven't started playing with four yet.  Just got to where I am comfortable with three and giving four a try for the forst time tomorrow night.

 

All glad I.

 

Two with def liaison

 

One with Tarkin, engine techs, Insidious

 

One with def liaison, engine techs, demolisher

Edited by Perakkir

Share this post


Link to post
Share on other sites

Ooo a zero squadron build with single aa dice capitals. Any idea what you will be facing?

How have you found the durability of an all glad fleet? Im pretty comfortable with the idea of four of them or three so long as they all have engineering teams and/or tarkin. It sounds like you would primarily be using tarkin with the engine techs though? Or is it for the overall flexibility?

Any chance of a battle report?

There is a chance ill be able to try out a quad build on weds night, but in not sure if ill be able to borrow one or two of them

Share this post


Link to post
Share on other sites

The two blue dice anti-squadron fire is not effective.  Most squadrons, if anyone takes them, are faces anyhow.

 

The point of a 3 or 4 glad list is speed.  If you slow down, you're dead, unless you are out of range/arc/obstructed.

 

Def liaisons are better then engineering teams.  I was not a believer early, as one should be able to predict what you need for a dial and how fast you will take damage.  What is not predictable, however, is what comes up on a crit card.  Some are lame, but many are deadly at the wrong moment.  You are not going to be in arc long enough to need extensive repairs, but you need to shed that one bad card once on command.  Tarkin smokes screed at 3-4 ships, you just have to make his price work for you - and the nav token for engine techs was the decider.

 

I will try and remember to take pics next time.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...