Strategy for taking on Demo...

By chriscook, in Star Wars: Armada

I want to run this in a tournament Sun. I can get rid of some upgrades like tantive tractor beams vet captain to get a real good bid vs demo and liberty lists. Or what strategy can I employ with torpedo MC30 going second or.... do i drop those upgrades to make my mc30 shoot trc red dice?

Points: 399/400

Commander: General Madine

Assault Objective: Most Wanted

Defense Objective: Hyperspace Assault

Navigation Objective: Intel Sweep

[ flagship ] MC30c Torpedo Frigate (63 points)

- General Madine ( 30 points)

- Admonition ( 8 points)

- Lando Callriassian ( 4 points)

- Ordnance Experts ( 4 points)

= 109 total ship cost

CR90 Corvette A (44 points)

- Jainas Light ( 2 points)

- Turbolaser Reroute Circuits ( 7 points)

= 53 total ship cost

CR90 Corvette A (44 points)

- Tantive IV ( 3 points)

- Turbolaser Reroute Circuits ( 7 points)

= 54 total ship cost

CR90 Corvette A (44 points)

- Veteran Captain ( 3 points)

- Turbolaser Reroute Circuits ( 7 points)

= 54 total ship cost

GR-75 Medium Transports (18 points)

- Bright Hope ( 2 points)

- Phylon Q7 Tractor Beams ( 6 points)

- Slicer Tools ( 7 points)

= 33 total ship cost

1 X-Wing Squadron ( 13 points)

1 Tycho Celchu ( 16 points)

1 Jan Ors ( 19 points)

3 YT-2400s ( 48 points)

For next time, you would probably get some good attention for this here:

https://community.fantasyflightgames.com/forum/441-star-wars-armada-fleet-builds/

To avoid redundant topics, and since someone is still gonna post here anyway keeping this at the top for a bit, I will say If I was building this list I would seriously re-evaluate fielding a 33 point non-combat ship. You could split that into 2 separate flots, one with BH, one with Quantum Storm and then use the extra squadron activations to ditch the YT's for an equal number of X-Wings. Just that shuffle alone not only gives you an extra deployment and activation, but also reduces your total by 3 points, giving you a little bid.

Also, I think taking Madine off your #1 target would be a good idea. Chances of him living on that boat are relatively slim, because there a lot of matchups that you are going to want to trade the MC-30 up for a Christmas Tree ISD or something, no reason to give them extra points. Take Vet Cap off the Title-less CR90 and throw Madine on there? Shouldn't need Vet Cap either way with a Tantive in the fleet.

Edited by BrobaFett

Let the Wookie win.

I ran a very similar build to yours last weekend in a tournament, but with Mon Mothma and a few fewer/different upgrades. I had a different fighter makeup, but the same exact ships types though. Below is a link to the write up I did. One of my games had Demolisher in the opponents list. Please note it was my first tournament ever, as well as my first post on the forum. I love the TRC's. It was a fun build to run.

https://community.fantasyflightgames.com/topic/229341-new-player-comments-first-tournament-aar-and-thanks-to-all-of-you/

Without the bid a lot of killing demo has to do with positioning. Ideally what you want to do is create a picket line made up of a few cr90s. These should be rushed within red range of demo. The rest of the ships and squads should form a second group that is within range of you picket group but outside of demo range. What you are trying to do with this is force a bad decision. Either he stays at range and gets picked apart or he has to bum rush a picket cr90. If he bum rushes you can then use you second group to kill demo since it's tough to get back out of range of everything. I used that strat a few times to pretty decent effect with long range powerhouses like mc80s so it will probably be a bit tougher to pull off with your list but give it a try. I make no promises but it might work for you.

Edited by ImpStarDeuces

To IMP- dis you line the 2 cr90s next to each other or right behind each other?

Dear FFG. Please errata Demo away. Thanks.

To IMP- dis you line the 2 cr90s next to each other or right behind each other?

Also Demo really only get super nuts when they have the activation advantage AND initiative. That means another way to counter it a bit is to start picking off ships early and often. That was a bit harder before flotillas started floating around.

I would set the CR90's in a square rather than a line.

I would set the CR90's in a square rather than a line.

I prefer more of a crescent moon. The unicorn is always popular, too.

Be careful you aren't using too many ships for the picket since it is likely going to die. Ideally I think two is most efficient so that precludes the square.

Edited by ImpStarDeuces

Be careful you aren't using too many ships for the picket since it is likely going to die. Ideally I think two is most efficient so that precludes the square.

Have one of them be a flotilla for anti-demo lulz with minimal fear of retaliation

Be careful you aren't using too many ships for the picket since it is likely going to die. Ideally I think two is most efficient so that precludes the square.

Have one of them be a flotilla for anti-demo lulz with minimal fear of retaliation

The problem with that is that a Flotilla doesn't really put any pressure on Demo since it's not doing too much damage if any. The caveat to this is a slicer tools/ tractor beam flotilla since a slow demo is way less threatening.

I have a different strategy. Kill your opponent. No need to play against Demo!

My favourite way to kill demo is for all my ships to stick relatively close together and create a complete death pocket of overlapping fields of fire. Kite it and wait for it to get impatient and jump in at the wrong time is a nice little trick I've used to. My final thing is ensuring whatever I field can stand up to one round of demo fire so I can shoot back (guppys/MC80S). Demos big thing is to blow something away before it can fire move rinse and repeat. As a general rule I can deal with demo and take it before it does its approximate 80 points of damage