With the triple tap Demolisher, the player also gets first move in the fighter phase. Throw in two fast squadrons to guard Demo, and the rogue/bomber response is seriously hampered.
Intel shuts this down pretty hard. Rhymer is also a problem, given the Rhymerball can attack from outside of conventional bomber range.
I personally haven't played against a fleet like this. Does the Demolisher player typically do nav commands the whole time to trigger engine techs? I was thinking that tractor beams would be an interesting counter, but even if Demolisher is at speed 1, it could nav to speed 2 and engine techs every time, effectively moving speed 3 anyway.
Still, maybe it would make a difference. The tractor beams would need to be on a ship that's not getting targeted first so it can get in range. I was thinking something like multiple raiders with tractor beams.
Navigate is the default command for me, anyways. Occasionally I'll Concentrate Fire (especially if I've got a Nav token banked and am pretty confident I'll be making an attack run on the next turn). Rarely I'll Engineering or Squadrons (although with the Demolisher specifically usually neither of those ever).
Tractor Beams do basically nothing that helps the Tractor Beams player (side note: I've run a 3 Tractor Beam fleet and they can be useful, but not generally in this match up). I'm quite happy to keep Navigating my way around all the time and I like it when enemies help me decelerate once I'm attacking them, as I can now execute tighter turns.
