Cubanboy 6,534 Posted June 1, 2015 (edited) Just a quick question how often do you all run 3 of on specific ship for your lists? And at 400 points would that change. Edited June 1, 2015 by Cubanboy Quote Share this post Link to post Share on other sites
Perakkir 108 Posted June 1, 2015 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. Quote Share this post Link to post Share on other sites
Boothy 59 Posted June 1, 2015 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. Quote Share this post Link to post Share on other sites
Perakkir 108 Posted June 1, 2015 (edited) 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 June 1, 2015 by Perakkir Quote Share this post Link to post Share on other sites
Boothy 59 Posted June 1, 2015 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 Quote Share this post Link to post Share on other sites
Perakkir 108 Posted June 1, 2015 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. Quote Share this post Link to post Share on other sites