Anti Squadron Demolisher

By Garro, in Star Wars: Armada

Actually true, I misread and thought he didn't have Intel Officer. I agree with you, not that gimped.

But it depends on if you can get that 4 dice Vader attack from the Arkittens to really deal damage.

Yeah, I've been running my GSDs like this. I think his list could use just a few more points of squadrons... but thats me being traumatized. I agree now on second look, the list looks decent.

Demo 1.5ship power + 2kittens = 3.5 ships worth of firepower. That's pretty decent.

List has possible weaknesses, being out activated, poor positioning will drop firepower very very fast. But none of that is crippling. Actually, I'm gonna steal this. I wanted to play my 2 kittens for a while.

Why are you not taking 14 Tie Bombers with this?

Is it not the whole point that you dont need a fighter screen?

13 hours ago, Ginkapo said:

Why are you not taking 14 Tie Bombers with this?

Is it not the whole point that you dont need a fighter screen?

Simple answer? I don't have 14 tie bombers :-( If I did have them I would, or more accurately in this list I could fit 5 generic bombers, Rhymer and Jonus which might not be a bad way to go... Don't you think?

14 hours ago, Blail Blerg said:

Actually true, I misread and thought he didn't have Intel Officer. I agree with you, not that gimped.

But it depends on if you can get that 4 dice Vader attack from the Arkittens to really deal damage.

Yeah, I've been running my GSDs like this. I think his list could use just a few more points of squadrons... but thats me being traumatized. I agree now on second look, the list looks decent.

Demo 1.5ship power + 2kittens = 3.5 ships worth of firepower. That's pretty decent.

List has possible weaknesses, being out activated, poor positioning will drop firepower very very fast. But none of that is crippling. Actually, I'm gonna steal this. I wanted to play my 2 kittens for a while.

Glad you like it, you're right a lot depends on getting those Arquitens in the right position, let me know how it goes for you, i'm willing to bet the demo will take some people by surprise too, won't be expecting it to go for their bomber ball.

Had a re-think of the squadrons what do you all think of this:

Vaders Kittens
Author: Garro

Faction: Galactic Empire
Points: 390/400

Commander: Darth Vader

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Solar Corona

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Enhanced Armament ( 10 points)
= 71 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Enhanced Armament ( 10 points)
= 71 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Intel Officer ( 7 points)
- Ruthless Strategists ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 90 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Darth Vader ( 36 points)
= 59 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

1 Gamma Squadron ( 10 points)
1 Major Rhymer ( 16 points)
1 Captain Jonus ( 16 points)
1 TIE Bomber Squadron ( 9 points)
1 TIE Advanced Squadron ( 12 points)
1 Tempest Squadron ( 13 points)

Edited by Garro

Your Arqs are too expensive for fragile ships. Given their arcs, you're unlikely to get more than a single shot out of them so you might as well just go with slaved turrets and keep them cheaper, only 60 pts.

45 minutes ago, Formynder4 said:

Your Arqs are too expensive for fragile ships. Given their arcs, you're unlikely to get more than a single shot out of them so you might as well just go with slaved turrets and keep them cheaper, only 60 pts.

I agree they are expensive, but every time I've tried slaved turrets on them i've regretted it, there's always a chance to double arc, or anti squadron out of another arc or even fire both broadsides, something that I'd wished I could do but couldn't. I am in two minds about the intel officers but they really do help the list cut through ISDs and MC80s

Anti Squad Demo
Author: Ginkapo

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Screed

Assault Objective: Most Wanted
Defense Objective: Fire Lanes
Navigation Objective: Superior Positions

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Ruthless Strategists ( 4 points)
= 69 total ship cost

Raider-II Class Corvette (48 points)
- Instigator ( 4 points)
- Agent Kallus ( 3 points)
- Ruthless Strategists ( 4 points)
= 59 total ship cost

[ flagship ] Raider-II Class Corvette (48 points)
- Admiral Screed ( 26 points)
- Impetuous ( 4 points)
- Ruthless Strategists ( 4 points)
= 82 total ship cost

Gozanti-class Cruisers (23 points)
- Bomber Command Center ( 8 points)
= 31 total ship cost

Gozanti-class Cruisers (23 points)
- Bomber Command Center ( 8 points)
= 31 total ship cost

2 Lamda-class Shuttles ( 30 points)
1 Tempest Squadron ( 13 points)
1 Gamma Squadron ( 10 points)
1 Major Rhymer ( 16 points)
1 "Mauler" Mithel ( 15 points)
4 TIE Bomber Squadrons ( 36 points)

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Edited by Ginkapo

Garro, Idk if you realize it but you have a Glad 1 as Demo in both of those lists when I think you were going for a Glad 2 for the AA.

Gink, I think you hit insidious by accident instead of Demo

The Glad II with Demo has been a stable in the Davies family games for ages now and has lead to the slaughter of countless pilots both rebel and Imp. The reason we both moved over to the II was as amazing as the Demo was at alpha striking a ship it would often then be chased down by pesky squadrons and die to a thousand cuts and the simple addition of an extra blue would give you that little be extra you needed to force the squadrons to drop away. I think if you where to fully kit out a Demo to be a AA factory you would be hamstring you own fleet as you would be spending close to 100 points on something to kill fighters which 100 points in fighters would do better also you can kit out a sexy Raider to do the job at half the price.

Let the demo do what it does best which is tear apart other ships... making it a II gives it the option to poke squadrons when there are no ships in range...

1 hour ago, MandalorianMoose said:

Garro, Idk if you realize it but you have a Glad 1 as Demo in both of those lists when I think you were going for a Glad 2 for the AA.

Gink, I think you hit insidious by accident instead of Demo

I did not realise that! Thanks for the headsup, that would've been embarrassing!

59 minutes ago, Plagueis said:

The Glad II with Demo has been a stable in the Davies family games for ages now and has lead to the slaughter of countless pilots both rebel and Imp. The reason we both moved over to the II was as amazing as the Demo was at alpha striking a ship it would often then be chased down by pesky squadrons and die to a thousand cuts and the simple addition of an extra blue would give you that little be extra you needed to force the squadrons to drop away. I think if you where to fully kit out a Demo to be a AA factory you would be hamstring you own fleet as you would be spending close to 100 points on something to kill fighters which 100 points in fighters would do better also you can kit out a sexy Raider to do the job at half the price.

Let the demo do what it does best which is tear apart other ships... making it a II gives it the option to poke squadrons when there are no ships in range...

I agree fully speccing it to do anti squadron would cause problems but all i'm doing is swapping OE for ruthless, which isn't to bad in a Vader list, it's still got all it's anti ships toys to play with (intel and APTs).

I think this will be the version of this list i'll be using at an open play tomorrow:

Vaders Kittens
Author: Garro

Faction: Galactic Empire
Points: 386/400

Commander: Darth Vader

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Solar Corona

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 63 total ship cost

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Intel Officer ( 7 points)
- Ruthless Strategists ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 96 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Slaved Turrets ( 6 points)
= 67 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Darth Vader ( 36 points)
= 59 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

1 Major Rhymer ( 16 points)
1 Tempest Squadron ( 13 points)
1 TIE Advanced Squadron ( 12 points)
1 Gamma Squadron ( 10 points)
1 "Mauler" Mithel ( 15 points)
1 JumpMaster 5000 ( 12 points)

I am wondering if it's worth moving the last Arquitens over to TRCs and dropping Vader for Screed?

Edited by Garro

I have long experience in GSD II running after somebody in Wave 2 killed 2 of 3 firepsrays with a squadron command, ruthless strat (rs) and a tsunami of flank. What we both found in the long run was while a RS/GSD II Demo is the most brutal anti squadron combo in the game it is far to limiting/fagile/compliated compared to running Ordnance Experts and doling pretty consistent flak anyway. I ran it against squadron lists in practice games and sure it worked well but in random tournment games and a wider field i never went well until I swtiched back to OE.

Since Wave 2 there are more options for a Demo+RS, Skilled First Officer, Flight Commander, Relay, which will help proc the essential squadon command and get the best possible timing but none of this addresses the issue that without OE you are hampered in the anti ship game.

Kallus is the simplest addition because you get a black dice at medium and can reroll it. Rhymer/Biggs/Jan/Rieekan they all have uniques for Kallus nomnoms and up to 4 blue flak on squadrons is enough in it's own right.

Edited by Trizzo2
On February 25, 2017 at 3:35 PM, Trizzo2 said:

I have long experience in GSD II running after somebody in Wave 2 killed 2 of 3 firepsrays with a squadron command, ruthless strat (rs) and a tsunami of flank. What we both found in the long run was while a RS/GSD II Demo is the most brutal anti squadron combo in the game it is far to limiting/fagile/compliated compared to running Ordnance Experts and doling pretty consistent flak anyway. I ran it against squadron lists in practice games and sure it worked well but in random tournment games and a wider field i never went well until I swtiched back to OE.

Since Wave 2 there are more options for a Demo+RS, Skilled First Officer, Flight Commander, Relay, which will help proc the essential squadon command and get the best possible timing but none of this addresses the issue that without OE you are hampered in the anti ship game.

Kallus is the simplest addition because you get a black dice at medium and can reroll it. Rhymer/Biggs/Jan/Rieekan they all have uniques for Kallus nomnoms and up to 4 blue flak on squadrons is enough in it's own right.

Thanks for the table talk . =) much appreciated.

--

Also guys, from reading Reegional data (cough, i do a lot rofl), bids for first for Demo are still a IMPORTANT THING. Not bidding high for first seems really dangerous in a long game. all the demo lists from regionals i think that do well have a bid. And im suggesting 15+.

2nd, @Garro, i do not like your 2nd choice because i don't see that strong of a need to add like 4 more hits from those bombers to anti-ship. You still need more AA vs max squadron lists, and these are a very strong meta contender these days.