For 10 points I would take Wullf. And 3 points on my bid.
Wuiff?
Wol...
Frak it, you know what I mean.
For 10 points I would take Wullf. And 3 points on my bid.
Wuiff?
Wol...
Frak it, you know what I mean.
used Devastator for the first time today and came out with a 132pt win. Mission opening salvo.
Had ISD II with Vader, G-team, HTT, and redundant shields, flanked by 2 GDS II's with projection experts and G-teams. Was facing 3 neb's, with slaved turrets, 1 with salvation title, and an MC80 mon-mothma and a few other upgrades too. We also each had a few fighters.
Ran the ISD straight up the centre towards the 3 Neb's in a phalanx. Burned my defence as soon as possible re-rolling and defending. The GSD's ran slightly behind so as not to be the closest target. Spammed engineering tokens on almost all my ships from turn 2 and bumped shields on to the ISD which was the enemys focus. It was going to go down it was just a matter of how much damage it could do before it did. Took out the MC80 and severely damaged two Neb's. When you are rolling 4R and 8B something is going down. On turn 4 the GSD's hit the nebs from the side in a pincer finishing them off.
the reason for the gunnery teams on the GSD's was to be able to use anti squadron as well as a ship attack out the front but i think i would drop this in future and take another TIE. Would also drop to GSD I'a and would also move Vader off the IDS.
used Devastator for the first time today and came out with a 132pt win. Mission opening salvo.
Had ISD II with Vader, G-team, HTT, and redundant shields, flanked by 2 GDS II's with projection experts and G-teams. Was facing 3 neb's, with slaved turrets, 1 with salvation title, and an MC80 mon-mothma and a few other upgrades too. We also each had a few fighters.
Ran the ISD straight up the centre towards the 3 Neb's in a phalanx. Burned my defence as soon as possible re-rolling and defending. The GSD's ran slightly behind so as not to be the closest target. Spammed engineering tokens on almost all my ships from turn 2 and bumped shields on to the ISD which was the enemys focus. It was going to go down it was just a matter of how much damage it could do before it did. Took out the MC80 and severely damaged two Neb's. When you are rolling 4R and 8B something is going down. On turn 4 the GSD's hit the nebs from the side in a pincer finishing them off.
the reason for the gunnery teams on the GSD's was to be able to use anti squadron as well as a ship attack out the front but i think i would drop this in future and take another TIE. Would also drop to GSD I'a and would also move Vader off the IDS.
I tested Devestator over the weekend in a two ISD list. I believe your set up is much better. It cries for support ships. Being able to feed it shields as your going to be generating shields. I took Wulf on him so I could get 6 Engineering points a turn to get three shields back or 1 hull and redirect 3 shields.
Ok, Ok.
Now imagine an ISD with Devastator, Motti and 2 cheap as poo Gozantis with the repair upgrade tucked distance 3 behind it.
This is what is meant by future synergies.
No, Devastator is NOT costed right for current meta but if you can throw an ISD into the thick of it and shed defense tokens with impunity and ditch 2 damage cards per turn while you span engineering on the gozantis and the ISD, all of a sudden 10 points is looking pretty **** reasonable!!
As others mention, the only thing that is plausible is that Devastator must be for something down the pipeline as I cannot see any reasonable use for it. For an extra 2 points, the cousin Doninator for the VSD II doesn't make much sense even if you treat it as a situational tool and don't just use it willy nilly. Dominator is for killing not just hitting enemies, especially those flankers. It is also for double arcs.
Let's forget the points that reach the ISD cost for a minute just use the following illustrative purpose: If it gives you the option of throwing out 5 red and 6 blue dice and you have leading shot with either, H9s, X-17s, or HTLs than two shields is worth the much needed extra dice to help make leading shot more effective and the turbo lasers cut to the bone. But taking Dominator and using it on all shots, even frontal, can be suicide. Also not pairing it with leading shots is risky; also, not adding a turbo laser making it cost even more might not be worth those expensive 12 points. I find it hard to put on a VSD II despite some limited, small sample rate, success in wave II. Spending 85 +12+LS 4 and 6 for X-17s is 107 and that gets you just too close to the ISD to not take instead. Back in wave II maybe, but with wave III it is an obsolete build.
However, here is we're Do I store is still relevant I believe. It fills that gap when you need a solid 99-105 points and no more. I have had success recently with a VSD I where I need that but of range on occasion to engage a crippled ship. Adding the 12 makes it cost a VSDII 85+ 14 for LS and OE and X-17 can be a hard hitting machine for 99. 99 seems close to the ISD but you are getting some nice guaranteed action with both OE and leading shots with 8 dice at close range or 5 at medium in one arc or 7-9 with double arcs. 9 dice in a double arc with X-17s is going to hurt are destroy some small ships and fairly crippled medium ships. You just have to decide if those two or 4 shields is worth it and in some games that may not be the case until turns 5-6. I like to add tractor beams to VSD I and ISDI so that those close dice become more operational. Using that brings the ship up to 105 points. It might seem sky of the ISD I by just 5 points where you get 3 extra hull, extra anti squadron help, the equivalent of Expanded hangers, and the same front dice without sacrificing while but you don't get OE, LS, tractor beams, X-17s and better possible range on the side when needed. The big loss is obviously the speed and Yaw clicks, but IF you just don't have those points then this build is solid in the right fleet.
When looking for a ship in the 99-105 point range maybe give this a thought and see how it might work for you fleet. It is certainly a build I have never seen anyone else use in my area.
Edited by AdmiralNelsonI think the main drawback is the front arc bit. Adding 1-2 dice to the front of am ISD simply isn't doing a whole lot to improve the attack power.
If you could put it on the side arcs or rear, it would suddenly be very scary and almost certainly worth the points. Add enhanced armament and you have a VSD as your side arc.
Is the Devastator title meant to be a counter to Intel Officer perhaps? When big ships are duelling, it takes them a few rounds to go down, even an ISD-1 with no ECMs. This way it forces on the opponent a bad choice - do I use Intel Officer and give my opponent a firepower advantage?
I saw it used exactly this way this weekend. My opponent had an ISD w/ Devastator and a VSD. My GSD had Intel Officer and escorted an ISD2. I usually run the GSD up, get some heavy hits and if he survives, run away. I did that, hit him with bombers and my opponent spent his nerfed defense tokens adding to his attack pool each time. I had planned on focusing on his ISD but once he started pooling 9 then 10 then 11, then 12 dice, I changed plans, accelerated to max speed and engine teched my ships out of range of his big boy and instead took out his VSD. It was fewer points but I didn't loose either ship by end of turn 6. On his end, he used Tarkin and Eng CPT to keep his ISD alive long enough but I ran scared . . . I'll admit it.
8 blue dice plus 4 red is no joke. with the accuracy = hits upgrade it can be an extremely reliable damage pool. Also considering that the extra blues happen at red range...big downers are obvious and mentioned several times in this thread but boy I'd like to try it once just to throw 12 **** dice. Accuracy that brace and if no ECM pretty much any ship in the game will be either crippled or outright vapourized.
With the SW-7s ya?
I have a local admiral who keeps flying the Devastator. And, well, it's devastating. Takes a lot of damage, but dishes out a lot too. He keeps it far behind, uses as many defense token as he possibly can at the first opportunity (maybe saves the brace), and runs them with SW-7.
Ever seen an MC30 one-shotted at long range? Well, it almost happened to me. 4 red 4 blue, 2 accuracy, XI-7, 7 damage. Basically left me on one hull. And I was running first player, Mon Mothma and Foresight, I thought I would be safer around ISDs (well at medium on the side I would). Same game a CR90 pumped 7 damage on a single arc shot into it, so .... it also takes a lot of damage.
Yeah, if you could find a way to ditch all your tokens and flotillas give you a reliable way to repair or defend, then 12 dice at medium range with SW-7 could be....
...wait for it...
...devastating.
Yeah, if you could find a way to ditch all your tokens and flotillas give you a reliable way to repair or defend, then 12 dice at medium range with SW-7 could be....
...wait for it...
...devastating.
Womp womp
I was actually also giving some thought to formation flying with a 2 ISD list and some flotillas. Yes the flotillas dont do damage when you bump them, but they will prevent movement. Could be a cheap way to keep the MC30/CR90 sweep from taking your rear, I'll gladly sacrifice a flotilla to keep a MC30 from going on a rear end romp before I can zoom away.
Yeah, if you could find a way to ditch all your tokens and flotillas give you a reliable way to repair or defend, then 12 dice at medium range with SW-7 could be....
...wait for it...
...devastating.
Womp womp
Someone had to do it. I'm surprised the thread made it this far without that crime against punnery.
8 blue dice plus 4 red is no joke. with the accuracy = hits upgrade it can be an extremely reliable damage pool. Also considering that the extra blues happen at red range...big downers are obvious and mentioned several times in this thread but boy I'd like to try it once just to throw 12 **** dice. Accuracy that brace and if no ECM pretty much any ship in the game will be either crippled or outright vapourized.
It adds the blues at long range? I'll have to re read the card.