So I thought I would share some observations from the tourney I attended this weekend.
I tried a few new things and for once wasn't punished for experimentation (as I write this I just realized that all 3 times I experimented at a tournament with my list without testing it first I have come in 6th and when I played a tested list I win or am in top 3...).
The 4 things I did with my list and the lessons I learned
1. NEVER EVER take demolisher without reroll or dice modification mechanic of some sort. Learned this last tourney the hard way and this one saw my demo with ordnance experts to good effect, also going second and having precision strike in your objectives gives your ships a CF token that can mean the difference between an APT proc and NOT.
2. Tie advanced is over-rated. I ditched the tie advanced from my rhymerball and did not miss it much. With experience, cap ship support, good use of intel and an understanding of threat, I did not miss it at all and rhymer, dengar, 4 firesprays worked very well. That being said, newer players should keep it until you figure out how to apply bomber wings clinically.
3. Admiral Montferrat on demolisher. Why did I not try this before? Montferrat saved my demolisher some serious pain (and it's skin). Sure, it looks insignificant for 5 points to be treated as obstructed, but in an Ozzel list the demo will always be striking while at speed 3 and will always be a priority target. Consider against swarm lists with many sets of few dice its suddenly gold and add in the use of evade at long range and all of a sudden a great number of potential attacks are neutered.
4. Needa and TRC on ISD. I had used Needa on my carrier ISD in the past since I usually like to stand off with it if possible and the evade saved me a good bit of damage at long and medium range, but after observing that inevitably in the late game there is some medium/close range engagement and the evade token rapidly devalues I decided to try TRCs as I found them so annoying on rebel spam lists. I think it is now a potential auto-include. I can't stress enough how impactful this was. You might think that they are better in small dice pools with lots of evade tokens on the ship but good golly when you are throwing 8 or 9 (CF) dice and your blues lock everything down and you can guarantee extra damage on the reds it literally was the difference between killing ships and not. And late in the game when you don't GAF anymore you can ditch that evade token to make your double arc a s-ton of guaranteed damage.