The title of your next paper is.........

By Jondavies72, in Star Wars: Armada

You are second play and you opponent has just picked hyperspace assault, you have a fully decked out demolisher and a fully decked out insidious which do you put in hyperspace and why.......

Extra credit given for practical examples and actual game events....

Wouldn't happen, I was underbid when I had demolisher?

When one is bringing a ship on a hyperspace assault, it is important to remember two key things: The ship coming in must be deployed in such a way that it is worth giving up a deployment advantage - this means on the flanks or rear of an Imperial formation, or the immediate front or rear of a rebel formatioo. The other thing to consider is that the ship coming in should immediately threaten an enemy ship, preferably multiple. By giving your opponent a hard choice on which ship to protect by using his first activation, you can put him on the defensive and disrupt the tempo of the game.

With this in mind, Demolisher does one of these things very well, as by existing it threatems multiple ships with its activation and move. But it works best if not already at engagement distance as a final activation. Bringing it in through hyperspace to get a single move / attack is not in your best interest. It certainly can be used for that, but better options exist and it could be used more effectively already on the board.

Insideus on the other hand is a ship that cam excell at this role. With increased range while attacking a rear arc, it can threaten a greater area if it comes in on the rear of a formation, something that Hyperspace Assault gives you almost guarenteed. Alone, it can threaten multiple ships upon deployment, with your opponent only able to save one from a savage attack.

The choice between the two is obvious. Demolisher gets no true advantage from hyperspace except for dafety on the approach, while Insideous has a better threat range and benefits from the good position more. Bring Insideous and, depemdimg on your deployment advantage, a pair of cheap fighters to screen, or Bombers to exploit a lack of enemy fighter screen.

What Biggs Says

A Gunnery Team VSD with 3 bomber squadrons is still the best bang for your buck on a Hyperspace assult. You can make use of all of its strengths, and avoid most of its weaknesses. But since few people would take VSD alongside both GSD titles, I will go with Insideous.

Defo Biggs, especially since I got my ass handed to me by a hyperspacing insid the other night. It was just nasty....... It's got an nasty long threat radius from that token. I'm still trying to figure the best way to combat it. Even though I tried to cover the point he still managed to drop it on me for round 3 and get away pretty much clean. If I had fast played away it just would have happened sooner. 'Twas orrible.

Wouldn't happen, I was underbid when I had demolisher?

I'm running hyperspace assault and no yvaris???

Edited by SkyCake

Wouldn't happen, I was underbid when I had demolisher?

I'm running hyperspace assault and no yvaris???

Or Maybe there are fleet builds that go beyond the current flovour of the month?

Especially since demolisher is an auto-include in almost any imperial fleet with 80 points available...

Narrow thinking annoys me.

Well, to be fair, the entire point of the exercise is to narrow thinking...

Even if they both perform equally as the hyperspace ambusher, Demolisher is far more useful than Insidious as the non-hyperspaced ship, as Demolisher is set up to be such a threat in normal deployment, and Insidious needs to completely flank the enemy to use it's ability.

Well, to be fair, the entire point of the exercise is to narrow thinking...

Right. And the comment rode over the initial premise to begin with, with the sole intent of implying that the only way to play demolisher is first player. Which is like, no.

I always run hyper. And insidious. Works wonders.

How would you equip insidious for hyperspace assault?

To me it would depend on what I was facing.

Insidious would be my preferred option, because then you can set up two very dangerous activations and get a payoff from at least one.

A fast enemy fleet might simply be able to race the threatened ships away from insidious.

A fleet with very heavy firepower hyperspacing demo in may be the best way to ensure you can bring it in at best position without getting killed.

Insidious equipped for its mid-range nose shots almost demands expanded launchers....

Anything else is gravy.

I'd look at Intel officer, and that'd be about it... Its already close enough, and built to chase, that it doesn't really need engine techs.

Insidious equipped for its mid-range nose shots almost demands expanded launchers....

Anything else is gravy.

I'd look at Intel officer, and that'd be about it... Its already close enough, and built to chase, that it doesn't really need engine techs.

I would agree around the engine techs for the specific mission, the problem is there will be the other missions and first player to consider, so I think I would keep engine techs for the more holistic approach.

The expanded launchers is an interesting idea and I can see it ups the damage. I normally play APT on my Insid as its my flanking/second axis of attack piece and as such I like it cheap but threatening. I always pop OE on as well those are some cheap rerolls.