BilbroSwaggins 0 Posted June 17, 2015 1 • Gladiator I-class Star Destroyer - Admiral Motti - Admiral Chiraneau - Flight Controllers - Assault Concussion Missiles (103 ) 2 • Gladiator I-class Star Destroyer - Assault Concussion Missiles (63) 3 • Gladiator I-class Star Destroyer - Assault Concussion Missiles (63) 4 • TIE Bomber Squadron (9) 5 • TIE Bomber Squadron (9) 6 • TIE Bomber Squadron (9) 7 • Major Rhymer TIE Bomber Squadron (16) 8 • TIE Advanced Squadron (12) 9 • TIE Advanced Squadron (12 The idea is to win really fast with a lot of hard damage. Quote Share this post Link to post Share on other sites
jmcb29 0 Posted June 17, 2015 First thing I noticed - if you're trying to win quick, then additional hull points goes against that strategy. You're better off with Admiral Screed. Your list and strategy should work together, not in different directions. I think you're likely to struggle to bring those bombers to bear for more than 1 turn, if you're lucky - 2 TIE Advance are either going to get eaten, or just flown around by a competent player. If Rhymer gets locked down, you're effectively out 43 points. Otherwise, I think this list will deliver a huge amount of damage, but only if you maneuver well. I've played a similar list in a few tournaments, and I'll tell you this - Tycho is this list's bane. Quote Share this post Link to post Share on other sites
Perakkir 108 Posted June 17, 2015 I play a similar list. I agree about Screed. You can't lock down Rhymer with a well played Chiraneau. I might change the balance of bombers to advanced. If he has a lot of squadrons, you will need them to keep his off you while your three ships set the trap. Practice the timing of when you change from squadron command (maybe never change with the carrier). Practice baiting the squadrons from Gallant Haven. Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted June 17, 2015 Motti is useless here. Screed. Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted June 17, 2015 ACMs w/o Screed are OK, but with him they can be super. Flight controllers with Squadron 2? Not a good investment. As much as I'd like to be original...but Demolisher is too good not to take for any Glad rush. Quote Share this post Link to post Share on other sites
Sunlitbob 0 Posted June 17, 2015 I would drop the advanced in favor of the interceptor. The counter ability when used right is amazing. Quote Share this post Link to post Share on other sites
Intys Rule 148 Posted June 17, 2015 No long-range stuff? I've flown 2 Glads and 1 Vic and the Vic poses the most threat and also protects Screed while the 2 Glads flank. With three Glad 1s, you need to close in really quickly and take the enemy down. The second round of firing will hurt and I'd be surprised if the enemy can't take one of your Glads down by the third round of firing, unless you are going after a lone ship. I don't think I would fly a Gladiator all by itself to 1-v-1 an enemy ship. The idea is to pound on the enemy to get it killed ASAP then move on. Have you tried this list though? I'd love to see how it flies. Some things look good on paper but are useless on the table, some things are vice versa. 1 Kimbo81 reacted to this Quote Share this post Link to post Share on other sites
Perakkir 108 Posted June 17, 2015 I would not do interceptors. When I fly this list with squadrons, I do it like you have, although with a higher balance of advanced to bombers (you lose .25 hit and the crit effect, but they can't ignore you and you last as long). A determined squadron enemy will kill a vanilla advanced-bomber mix. In time. Its all about time. You can win 10-0 and have all the enemy squadrons live. So if he is heavy squadron (aces/haven/yavaris) then he isn't something else and your squadrons are there to draw his away from haven, kill a couple and keep them busy until your ships kill his. An interceptor does not help that - it does not keep him from killing your bombers and if he wants to kill it, its the easiest thing to kill in the game. Counter does 1.0 hit back as revenge to dying. For one more point, your advanced hurts his ships more, forces him away from your bombers and lasts longer. The real trick with this force, the way you have taken it is: 1. how long you command the squadrons. 2. learning to trap with GSDs since you have neither dmeolisher or engine techs. I agree about flight controllers, btw. Not worth it unless you are in squadron kill mode, and since that is useless against no-squadron fleets and there are some good ones out there, I don't take stuff that the right kind of enemy fleet makes entirely useless. Quote Share this post Link to post Share on other sites