Devastator - Actually Devastating?

By Saryn, in Star Wars: Armada

I picked up and started rereading Star Wars: Death Star a couple of days ago, in which Darth Vader hops around the galaxy on the Devastator. Now, I probably already knew that Devastator was Vader's flagship, but I had forgotten until reading this novel again.

EPIV_Tantive_Devastator.jpg

Here's the question: Does anyone have a list that actually makes Vader + Devastator work in-game? I can imagine you would just want to aggressively roll away your defense tokens, but that seems awfully risky. (Not to mention this combo already costs over 10% of your points).

Whenever I've used an ISD with a title, I've always gone with Relentless because it's very strong for very few points. I have no experience with Devastator so I thought I'd poll the community to see if anyone has any insight.

Is it effective to use Devastator, or does the flavor combo flop?

Thanks for those links!

Just Rav a list with it and Vader the other day. Was a lot off fun, which is something I look for in casual games... I'd post the list but warlords is down for me atm...

Basically an isd2 with avenger and gunnery teams, Vader on a vsd, to keep him safe, 2 raiders for activations, no squads, and a 21 point bid to go first for sure...

Might swap out vsd for demo, we'll see

It seems a natural counterpart to Vader as he can give you some control over when you are discarding tokens. Gunnery teams would hopefully assist with offloading them in this case too.

I think thematically it suits an ISD1 but the 1 can find itself outmanovered trying to get its black dice into range, so it probably suits an ISD2 which is more likely to have front arc shots in the late game.

Needa probably helps in that he can save some damage early and then get discarded.

Or Monti Ferret if you want to maintain some defence even when you are discarding tokens.

I think Vader should be more 32 - 34 points,

Devastator 6 points.

And even then it would require someone ho wants to play a 'fluff list' rather then an effective list.

I mesn it CAN work out - but there are so many cheaper and more reliable choices.

The bright side is: If you train and play and win on tournaments, ppl will remember you for your list.

Like 'here comes that guy that made Vader + Devastator work' ;)

The Vader bit is a misnomer. Leading shots is the perfect foil for long range blues.

Does this count toward AA fire as well? Could you theoretically be throwing 6 blue dice in flak if you opt for your dice additions to be while attacking squads?

Does this count toward AA fire as well? Could you theoretically be throwing 6 blue dice in flak if you opt for your dice additions to be while attacking squads?

Yes, but keep in mind you only get the extra blue dice for one Anti-Squadron attack, as each is a separate attack.

Yes, but keep in mind you only get the extra blue dice for one Anti-Squadron attack, as each is a separate attack.

Are you sure about this? It reads "once per round", so I'm inclined it would be able to effect every AS shot, if you are choosing to use it while attacking squads. I don't think it is limited to a single shot like a CF command. That just my intuition though, please correct me if I'm wrong. Does FFG ever mention it?

Yes, but keep in mind you only get the extra blue dice for one Anti-Squadron attack, as each is a separate attack.

Are you sure about this? It reads "once per round", so I'm inclined it would be able to effect every AS shot, if you are choosing to use it while attacking squads. I don't think it is limited to a single shot like a CF command. That just my intuition though, please correct me if I'm wrong. Does FFG ever mention it?

It's the "while attacking" that locks that down i think

"A “while” effect can be resolved during the specified event and cannot occur again during that instance of the event."

Edited by Hastatior

Everything I know tells me Devastator is a crappy title that is over priced yet I want to try it so bad!

But with leading shots, not Vader. Vader is overpriced and it's hard to come back from 2 over-priced upgrades.

Yes, but keep in mind you only get the extra blue dice for one Anti-Squadron attack, as each is a separate attack.

Are you sure about this? It reads "once per round", so I'm inclined it would be able to effect every AS shot, if you are choosing to use it while attacking squads. I don't think it is limited to a single shot like a CF command. That just my intuition though, please correct me if I'm wrong. Does FFG ever mention it?

It's the "while attacking" that locks that down i think

"A “while” effect can be resolved during the specified event and cannot occur again during that instance of the event."

While attacking is only there to specify that it has to be a front hull zone attack though

Yes, but keep in mind you only get the extra blue dice for one Anti-Squadron attack, as each is a separate attack.

Are you sure about this? It reads "once per round", so I'm inclined it would be able to effect every AS shot, if you are choosing to use it while attacking squads. I don't think it is limited to a single shot like a CF command. That just my intuition though, please correct me if I'm wrong. Does FFG ever mention it?

It's the "while attacking" that locks that down i think

"A “while” effect can be resolved during the specified event and cannot occur again during that instance of the event."

While attacking is only there to specify that it has to be a front hull zone attack though

Still applies. Yeah you are attacking from the front hull zone. Still attacking, that is the event in question.

Man, that ColGeneralVatutin really was something, wasn't he? I feel like I missed out by not getting into this game until after he was gone.

Didn't partake in a tournament but had to point out to one of the players that Devastator kicks only once... which is what dropped my desire for the title. You'll have to force the ship to be Vulnerable AND fire out of only the front arc AND only have the extra boost once per activation. AND the card costs a huge chunk of points at 10. For defensive players preserving their assets, it's better to take a cheaper title and invest in other upgrades that help the ship live longer, or devote better effects to both shots in the turn (like XI7s).

I imagine Devastator was designed for hyper-aggressive strategies, like Demolisher, to run in there and try to take as much stuff with you on your way out. Under Devastator your maximum forward battery becomes 12 if you have no defense tokens. But then, you have no defense tokens. Better punch out whatever you're shooting at in one blast, and hope you have first activation to do it.

Didn't partake in a tournament but had to point out to one of the players that Devastator kicks only once... which is what dropped my desire for the title. You'll have to force the ship to be Vulnerable AND fire out of only the front arc AND only have the extra boost once per activation. AND the card costs a huge chunk of points at 10. For defensive players preserving their assets, it's better to take a cheaper title and invest in other upgrades that help the ship live longer, or devote better effects to both shots in the turn (like XI7s).

I imagine Devastator was designed for hyper-aggressive strategies, like Demolisher, to run in there and try to take as much stuff with you on your way out. Under Devastator your maximum forward battery becomes 12 if you have no defense tokens. But then, you have no defense tokens. Better punch out whatever you're shooting at in one blast, and hope you have first activation to do it.

I'll be running it again. Possibly several more times. I've made one or two interesting alterations. Chief amongst them is the complete removal of Darth Failure.

I think the issue with Devastator is all backwards. We're all thinking about it as something that needs to go in and immediately throw away every token. The reality is that is a bit more like Demolisher. Much like most Demolisher builds, Devastator is all about timing is ability for maximum impact.

Unlike Demolisher, an ISD isn't afraid of taking a few whacks add it comes in.

I'm looking forward to fielding it several more times.

Edited by thecactusman17

Didn't partake in a tournament but had to point out to one of the players that Devastator kicks only once... which is what dropped my desire for the title. You'll have to force the ship to be Vulnerable AND fire out of only the front arc AND only have the extra boost once per activation. AND the card costs a huge chunk of points at 10. For defensive players preserving their assets, it's better to take a cheaper title and invest in other upgrades that help the ship live longer, or devote better effects to both shots in the turn (like XI7s).

I imagine Devastator was designed for hyper-aggressive strategies, like Demolisher, to run in there and try to take as much stuff with you on your way out. Under Devastator your maximum forward battery becomes 12 if you have no defense tokens. But then, you have no defense tokens. Better punch out whatever you're shooting at in one blast, and hope you have first activation to do it.

Ran it again today Norse. Thanks for pointing out the issue to me yesterday.

I'll be running it again. Possibly several more times. I've made one or two interesting alterations. Chief amongst them is the complete removal of Darth Failure.

I think the issue with Devastator is all backwards. We're all thinking about it as something that needs to go in and immediately throw away every token. The reality is that is a bit more like Demolisher. Much like most Demolisher builds, Devastator is all about timing is ability for maximum impact.

Unlike Demolisher, an ISD isn't afraid of taking a few whacks add it comes in.

I'm looking forward to fielding it several more times.

Yeah I'm not a fan of the Darth.

Interested to hear how you make out. I've been toying with the idea of a Needa-TRC ISD2 Devastator paired with a pimped out demo. The ISD2 can do plenty of damage, discard the evade with TRCs and basically have it immediately replaced by a long range blue die resulting in a pretty consistent damage curve without "throwing the ship away" still costs too much, however!

I'm running Motti Clause, with a kitted APT Demo, stock OE/APT Glad1, and Raider1.

I don't understand all the Vader hate, he is an equal replacement for ordnance experts and strictly better than leading shots... his ability couples well with Devastator... somebody just won a sizeable regionals with him in one of the other posts... c mon guys, he isn't that bad...

I don't understand all the Vader hate, he is an equal replacement for ordnance experts and strictly better than leading shots... his ability couples well with Devastator... somebody just won a sizeable regionals with him in one of the other posts... c mon guys, he isn't that bad...

thats the point, he is an EQUAL replacment. If i take OE and Leading shots i gain rerolls that i dont have to spend tokens for AND another Admiral ability for about the same cost

Edited by clontroper5

I don't understand all the Vader hate, he is an equal replacement for ordnance experts and strictly better than leading shots... his ability couples well with Devastator... somebody just won a sizeable regionals with him in one of the other posts... c mon guys, he isn't that bad...

thats the point, he is an EQUAL replacment. If i take OE and Leading shots i gain rerolls that i dont have to spend tokens for AND another Admiral ability for about the same cost

I'm not going to pretend as if I'm any sort of authority on the issue, but let's compare other generals abilities to Vader's in the context of a Devastator list...

Ozzel, 4 OE/LS difference in points, ability it's useful for jumping that isd into action then stopping on a dime using nothing but a token, but nothing too special since I probably want to stay at range as long as possible to soften up target and discard tokens..

Motti 3 OE/LS difference, beefing up Devastator not too bad since it will have lost some tokens, but generally won't do much for the rest of the fleets small base ships

Screed 2r2 OE/LE difference, auto crits are nice for sure, though you spend damage to trigger them, and necessitate more points being put into ordnance upgrades to balance out the damage loss, however this still ends up being more than worth it most times... however, you can only do this one attack per turn per ship, and if Devastator is an isd2 then it's kind of useless...

Tarkin +2 points, pretty meh in this list, need to spend a boat load

I also want to reinforce my skepticism for leading shots... this is not a replacement for Vader... it's only decent on an isd2 but two points, 1, Devastator is likely to die, so the less upgrades you put on it the better, 2, discarding defense tokens to get extra blue dice just to then cancel one to reroll the lot is spinning the tires a bit

Had a fun experience on the wrong end of Devastator in this weekends kit tourney:

Devastator & demolisher ran into Home One & an AFM. I had stripped the defense tokens off devastator with fighters & red fire before everyone got into the locked up mess, then Demo moved in & mauled Home One. I had no Idea what was about to happen...

New round: Devastator opens up with it's entire load, getting 3 accs & fatal damage on my poor AFM, and finishes off the MC80 with the second shot. Gen Rieekan, standing on the burning command deck, orders all ships to focus down the Devastator, while locking the autopilot to ram Demolisher.

Smoke clears, and all we see are X-wings buzzing around a giant fireball... and some light ships on the edges of the map.

I was speaking generally not specifically for this list.

My beef with Vader is that he is SOOO specific that his use becomes to narrow, basically you spend 36 points to decrease your chance of rolling bad against ships.

Tarkin for a similar price can do literally anything. Want your squadron game improved? Suedo expanded hangers for ALL your Ships. Want to be harder kill? Suedo Redundent shields for ALL your Ships. Want to be hypermanuverable? He can change the speed of your Ships by 2. Need a little more damage? Add CF tokens. And the best part is I can change from turn to turn!

Leading shots screed and OE also work against squadrons so when you HAVE to get that last bit of damage through on Jan or your ship is going to be shredded by yavaris b-wings you can. Vader can't.

Generally he can increase a roll by 1 or 2, rarely does he do more and often his reroll is just as bad as before.

With devastator he is probably a "better" pick but I am still disappointed in him...