Like a lot of folks on here, I often spend idle moments thinking on Armada strategies. Well, as I've had the flu the passed couple of days there's been some time for thinking.
So, I've been thinking on the Demolisher triple-tap. (Moving last with Demolisher and then double attacking at the top of the next turn.). It's pretty brutal and with practice, pretty reliable too. Looking at recent tournament reports it's also getting to be as common as an Ackbar conga, but with better results.
Really it's been around since Wave 1, but has taken off recently. I expect it to be a dominant fleet archetype at Regionals. High bid, high activations, and a Demolisher built for murdering. There really isn't a ship out there that can reliably survive the triple-tap. And it's no fun to play hoping your opponent rolls poorly for you to have a chance.
So what are the strategies against the build?
Go 1st - if you can outbid your opponent, you can go first and have pretty much shut the list down. Demolisher shouldn't get to triple-tap while going second unless you really screw up. This is unfortunately an unreliable strategy. If you are counting on this and get outbid, you will lose. In mirror matches I expect there will a lot of Demolisher vs Demolisher fights going to the 1st player with the greater bid. How much is enough bid? It's really hard to say, which is why I wouldn't bet my strategy on it.
And there has to be a way to beat Demolisher while going second, right?
Out Activate Him - This is a more reliable, but less effective approach. The really good Triple-Tap lists that I'm seeing (i.e. Clontroper5s) have 5 activations. That means you will need at least 5 yourself to make it work. Each round you would have to ensure that your ships end out of Demolishers pounce range. Then the last one can take a shot before scooting away itself. It can prevent the triple-tap up until you lose a ship, which is very possible given that you would have light ships that Demolisher can one-shot let alone the rest of his fleet. You could also gain this advantage if you quickly kill Demolisher's accompanying ships. This strategy doesn't beat Demolisher, it just makes it tougher on your opponent. And it really limits your feet build options.
I like playing high activation fleets, but they aren't for everyone. What else is there?
Squadrons - lots and lots of squadrons. This is more theoretical as I've not seen it done. But if you had a large ball of squadrons that you kept between you and Demolisher, you could use it to punish it. The ideal strategy would possibly be to wait until the squadron phase after Demolisher has pounced. Then attack it with a large group of Rogues or squads boosted by Ryhmer. This should be more reliable than jumping it earlier as you are less likely to have your own squads pinned or tied up. Of course, if you don't bring enough firepower to kill Demolisher in one go, you will lose a ship to the Triple-Tap. Might be more effective once the Flotillas and Bomber Control Center are out.
Objective Points - It should be possible to score enough points with objectives to offset Demolishers advantages. High scoring objectives are your friends here. Combine this with the other approaches to make the Demolisher player regret going first.
Advanced Projectors - This is the most helpful anti-Demolisher upgrade out there. It takes 23 points of damage to kill an ISD or MC-80. With APs, Demolisher has to do all 23. Honestly, with Engine Techs and ramming it is still well within reach for it to do just that. Given how badly the ubiquitous XI7s nerd APs this isn't a broad strategy, but it is the most effective upgrade. If I was building a ship to try and take the triple-tap and survive I'd definitely include Advanced Projectors.
So there are some things you can do in fleet construction to help out, but what about tactics? Is there anything that is effective regardless of fleet composition?
Maybe....
It is important to know the pounce range of a Demolisher with Engine Techs. It is longer than you expect. It is significantly longer than long range shooting. Only squadrons can reach it when it isn't in pounce range. It would take perfect attack rolls from 7 TIE Bombers to kill it in one attack from the front arc. That's a lot! And very unlikely to work.
I think the best hope is to move perpendicular to Demolisher and try to control the range while gunning for the rest of the fleet. If something is going to get triple-tapped make sure the exit vector for Demolisher takes it out of the rest of the game and limits the damage it can do.
So, bid lower, out activate, or pray.
What am I missing? There must be something, I am pretty ill after all. I'm pretty good at this game, but can't conceive a reliable tactic for countering a highly skilled Demolisher player with high activations and a large point bid. I can counter Ackbar gunlines, Fireballs, and Rieekian zombies with just about any fleet, but not this one. I'm starting to count myself among the folks that think the card needs a nerf.