Demovastator Wave 3

By thecactusman17, in Star Wars: Armada Fleet Builds

Won't be playing in regional this weekend, but I figure I'll throw this out there. This Is a variation of my Demovastator list from GenCon 2016. I Want to see if Devastator still has a place in the new meta. This list also takes a rather unique stab at solving a frequent concern of people who are not familiar with my play style by using Demolisher to inflict heavy casualties on enemy squadrons.

395/400

Flagship

Imperial Star Destroyer 2 (181)

Admiral Screed

Gunnery Teams

SW-07 Ion Cannons

Devastator

Gladiator Star Destroyer 2 (89)

Ruthless Strategists

Engine Techs

Assault Proton Torpedoes

Demolisher

Gozanti-class Cruiser (23)

-no upgrades

Gozanti-class Cruiser (23)

-no upgrades

Major Rhymer (16)

7x TIE Bomber (63)

I'm not yet fully committed to objectives, I want to see what new options are available in the Campaign.

Bold

Won a small summer kit tourney with a similar setup, figure it's worth exploring further.

I have a quite similar list. Maybe its my aggressive playstyle, but my Demo is usually far/behind from my Rhymerball, so I prefer it with ordenance experst/nothing. On the other hand, 2 advanced and a jumpmaster gives you freedom to keep bombing ships, consider it, as its better to bomb ships then fight squadrons with bombers. Also, I love comms net, especailly when it can feed Demo-s engine techs, so it can spam concentrate fire. To get points for the suggestions I made, just downgrade ISD2 to 1 and GSD2 to 1 Intell officer-gunnery team-spinal/x17, optional leading shots, and you are good to rush anything;)

Edited by Coldhands

I have a quite similar list. Maybe its my aggressive playstyle, but my Demo is usually far/behind from my Rhymerball, so I prefer it with ordenance experst/nothing. On the other hand, 2 advanced and a jumpmaster gives you freedom to keep bombing ships, consider it, as its better to bomb ships then fight squadrons with bombers. Also, I love comms net, especailly when it can feed Demo-s engine techs, so it can spam concentrate fire. To get points for the suggestions I made, just downgrade ISD2 to 1 and GSD2 to 1 Intell officer-gunnery team-spinal/x17, optional leading shots, and you are good to rush anything;)

Couple of things there to consider.

First off, take a careful look at how Demo is set. If the goal was to do maximum damage to enemy ships, you can bet that I'd be looking at other options. That ship is all about squadron obliteration in this build, and I can tell you it works incredibly well.

Second, regarding other squadrons: I could choose to go down to a handful of Avengers or Firesprays. But in exchange, I'd go from eight deployments down to 6 at most.

Third, Devastator earns many points back by throwing those extra blue dice at long range where fragile or heavily damaged ships think they're safe. It also gets to throw blue anti squadron dice, which let's it gang up with Demolisher on enemy squadron balls.

I still need to try throwing together my "how Devastator works" vid. There's a reason I consistently did well with it earlier this year.

Swapping 3 bombers to 2 advenced and 1 jumpmaster doesnt affect deployments, just keeps them rolling. About the demo: I prefer it as brawler, when you have first-last activation, almost nothing can stand in its way.

Devastator: against squadrons, I assume it gives the extra dice just once, doesnt it? Like Dominator.

I have a quite similar list. Maybe its my aggressive playstyle, but my Demo is usually far/behind from my Rhymerball, so I prefer it with ordenance experst/nothing. On the other hand, 2 advanced and a jumpmaster gives you freedom to keep bombing ships, consider it, as its better to bomb ships then fight squadrons with bombers. Also, I love comms net, especailly when it can feed Demo-s engine techs, so it can spam concentrate fire. To get points for the suggestions I made, just downgrade ISD2 to 1 and GSD2 to 1 Intell officer-gunnery team-spinal/x17, optional leading shots, and you are good to rush anything;)

Couple of things there to consider.

First off, take a careful look at how Demo is set. If the goal was to do maximum damage to enemy ships, you can bet that I'd be looking at other options. That ship is all about squadron obliteration in this build, and I can tell you it works incredibly well.

Second, regarding other squadrons: I could choose to go down to a handful of Avengers or Firesprays. But in exchange, I'd go from eight deployments down to 6 at most.

Third, Devastator earns many points back by throwing those extra blue dice at long range where fragile or heavily damaged ships think they're safe. It also gets to throw blue anti squadron dice, which let's it gang up with Demolisher on enemy squadron balls.

I still need to try throwing together my "how Devastator works" vid. There's a reason I consistently did well with it earlier this year.

Cactus, at least for now I take your success with Devastator less as proof of its inherent value, and more testament to your ability and the validity of the axiom that folks fly lists they deisgned more proficiently then ones they copy from outside sources. Maybe Devestator just works for you. I've flown it a few times, and I've yet to be impressed by it as a title compared to the other ISD options.

As to the list, I would echo the desire to get some intel in there if possible, but I honestly don't know where the points would come from, unless you are willing to eat into the bid. I actually wonder if maybe you want to go higher/lower on bid, as 395 to me seems somewhat indfiferent. I assume its just to beat out the high squad lists that trend to high point totals? I like the two gozantis to push squads and to allow devestator or demo more control as to when they activate in the turn, but I wish they had something else going for them, even if that something was just coms net. You should get a nice alpha with 8 rhymer bombers though, and Devestator/Demo to follow up and eliminate a key piece.

Ruthless Strats Demo 2 should do a nice job of cleaning up key enemy fighters. Its something ai've considered but shied away from because I hate tonise Demo as an antifighter platform. That said, I've long harbored that I'm being foolishly prejudiced in that regard and missing out. This is a great list to test it out, especially combined with the gozanti aa fire, and I'd be very interested in your experiences with it over a few games. Out of curiosity, did you consider kallus for it?

Let us know how it goes on the table.

I've considered Kallus, but I haven't yet seen what I consider the best case scenario for him: adding a red die and TRC that to a double hit. It might be possible on the Arquitens with its turbolaser slot.

I've considered Kallus, but I haven't yet seen what I consider the best case scenario for him: adding a red die and TRC that to a double hit. It might be possible on the Arquitens with its turbolaser slot.

I use the same anti fighter demo (Without RS) , but I place it with a second glad 2, a glad one ( insid) instigator and a second raider. People just don't expect the number this lot will do on their bomber balls. I have been expermenting with kallus sensor teams, apt and engine techs as the complete multi purpose mare....... Just to make those flotillas weep.