Demolisher is depressing!

By steve68, in Star Wars: Armada Fleet Builds

Insidious works pretty well on a GSD2 in a list where you go second. The GSD2 is actually superb when you go second because it's got a very large engagement profile due to being capable against ships and squadrons alike. So you're more flexible when it comes to pulling actual work

And with Insidious : Think your small ship flew past the black dice range ? Think again... When the only choice to fly past the Black dice of the Insidious is into the optimal range of a bigger ship, it's a pretty good situation for the Insidious to be in :D

Edited by MoffZen

I guess I did not get one detail clear. Insidious is outshone completely by Demolisher (which could cost 20 and would still be played), but I don't see it as a bad title. Quite the contrary. I love Insidious as a cheap, conditional title.

I guess I did not get one detail clear. Insidious is outshone completely by Demolisher (which could cost 20 and would still be played), but I don't see it as a bad title. Quite the contrary. I love Insidious as a cheap, conditional title.

Oh yeah, Demo gets the spotlight because it solves the problem of shooting after moving ! I think many people don't expect the Spanish Insidiousness though, so there might be something to do with that, especially when built as a GSD off carrier, where you won't have to worry too much about Nav Commands at speed 2.

Like you said, though, conditional title. But it's better to have it than not have it :D

Either way, while the Demolisher will still be good, Waves 3/4 will put a major hamper on its movement capabilities (which I think is the actual intent of the wave).

Either way, while the Demolisher will still be good, Waves 3/4 will put a major hamper on its movement capabilities (which I think is the actual intent of the wave).

This is highly possible, indeed ! We'll have to see. Like I said before, the Demolisher isn't particularily scary to me, having faced it countless times in the past as weak Rebels. It's by no means a bad ship and it is quite a good title as everyone knows, but meh. In Wave 1 I did find it particularily weak to multiple attacks at red range in the same turn due to only having no defense token redundancy. Two CR90 front arcs will do quite the good bit of damage, but more importantly can side track the Demolisher.

It's especially weak to being distracted away from where it shines, which is sucker punching the larger ships (I want to ammend my first post, new data from today's game have changed my understanding of the demo 180°). A double arc from a GSD is sufficient to deal with most small ships if you've got some rerolls or Screed, so an activation would be wasted.

Finally, the most frustrating bit for a Demo player is having the enemy ship do a "olé !" move and activate after the Demo has punched his primary attack. Small ships can statistically survive this and bail out behind the demo while still inflicting some annoying damage.

I know the Demo can jump from out of range and get a ship, but maybe not two. I might not have faced an expert Demo player though, so can't really tell in an absolute manner.

It is interesting that every person on here and seems in the community say it's broken.

Surely we can get together and write to ask FFG if they will please change this?

I suggest looking at Worlds 2015 and Nationals (US) 2016 battle reps. Same player, playing rebels (against the collective wisdom of all) wins twice against Demo lists. Heck he choose to go second player in 2016 and the only reason people are now saying 'oh yeah use Mon Mothma' is because he is the one who brought her back (again despite advice to the contrary).

Both lists had 8 squadrons (3 then 4 ships) so high deployment, mostly efficiently costed ships (upgrade light, TRC, Lando/Admon/Mon Mothma evades for survivability), could activate all squadrons due to Garm, Rouge, both games are a classic lesson in how to outright kill or fork Demo.

Edited by Trizzo2