Gladiators are known for blowing up ships with no problem, but this build seeks to end squadrons in much the same way. Take a look at this interesting new build.
The Gladiator-I is usually the culprit seen on the table as a menace to all Rebel players. But the Gladiator-II can have its time in the sun now. This build can show you the strengths of an often forgotten version of black dice pain. The Demolisher title will work differently on this build, but only when dealing with squadrons. It still is an auto include on any Gladiator. Since the Gladiator-II has 2 blue dice for anti squadron, you can take advantage of that with the Demolisher ability. Say you have 4 enemy squadron in your front arc; use your first attack to flak all of them with 2 blue dice each. Then perform your maneuver and hop over them. Then you may fire again at those same squadrons but from your rear arc this time. The Flak Attack at work! Agent Kallus is a great way to up the ante on your anti squadron capabilities. Whenever you are attacking a unique squadron you may add a die of any color to your anti squadron attack. If you add a black die to your 2 blue you can reroll the black die to get some more damage through. You did bring Ordnance Experts, right? Interestingly, the Gladiator-II features 3 black and 1 red in its side batteries. In the Gladiator-I variant, it can struggle to take down flotillas, which are safest, ironically, in its side arcs. Since the Gladiator-II has a red die, there is a chance for an accuracy to lock down the crucial defense tokens, like Scatters and Braces. But it all depends on how you roll, or does it? With Captain Jonus as your wingman, you may turn a die to a face with an accuracy whenever you are attacking a ship. Bye bye flotilla! This can also come in handy when attacking larger prey that have the crucial Brace defense token.
This flying flak factory is just what the Empire ordered to deal with squadron heavy Rebel fleets!