Hyperspace Assault options

By Darth Tam, in Star Wars: Armada

Players have been playing this objective as though it were still wave 2, but the reality is that there is a new king of the Hyperspace Assault: the Raider-1 with Flechette Torpedoes.

Nothing else currently has the same potential capability to completely disrupt an enemy list for cheap as this ship.

11 minutes ago, thecactusman17 said:

Players have been playing this objective as though it were still wave 2, but the reality is that there is a new king of the Hyperspace Assault: the Raider-1 with Flechette Torpedoes.

Nothing else currently has the same potential capability to completely disrupt an enemy list for cheap as this ship.

I would agree if you would be player 1 when playing this mission. But being player 2 is a really big drawback.

How do you want to send in your Raider (usefull) when he has the first activation? And can just move the squadrons away (if they are even in range...), or just kill your raider before it can do anything.

10 minutes ago, Tokra said:

I would agree if you would be player 1 when playing this mission. But being player 2 is a really big drawback.

How do you want to send in your Raider (usefull) when he has the first activation? And can just move the squadrons away (if they are even in range...), or just kill your raider before it can do anything.

Thanks to a wonderful yet rarely used little thing called "squadron support."

Locking down a cloud of fighters is actually very simple to do. The difference is hat previously, players had to hope that the fighters stuck around for a full turn to protect the Raider. Now they just need to stay long enough for the Raider to activate and shut the squadrons off.

11 hours ago, Drasnighta said:

Will they Mitigate enough, and are they useful enough to take in your other two missions at the same time ?

In my testing with Chart Officer and JJ on my Imp builds, yes I think they are a great addition. It allows Demo to be even more aggressive and unpredictable. I can fly into an asteroid for the obstruction bonus, and not take any damage. I think this is best against bomber lists, because it can completely negate an entire round of bombing unless my opponent tries to get on the other side of Demo, which may put them out of position or split up the ball. It also opens up more play for my opponents objectives too. I'll gladly take DT or NH from my opponent's list. Or if I run into an Interdictor list, I don't have to worry as much about how obstacles get moved into my path.

And for 2 points, it's not that hard to fit into a list if you have the officer slot open. I tend to use Montferrat on Demo, but I like CO better. I think CO is extremely undervalued by a lot of people.

Well, if you're getting the use of them, then great :)

I mean, Jerry is Great, but on a list where you're wanting Crits, you have a hard time knocking Screed, for example... Monty, Wulff, there's a lot of different officers that Demo enjoys, so I'm happy to see someone doing something different there.

15 minutes ago, Drasnighta said:

Well, if you're getting the use of them, then great :)

I mean, Jerry is Great, but on a list where you're wanting Crits, you have a hard time knocking Screed, for example... Monty, Wulff, there's a lot of different officers that Demo enjoys, so I'm happy to see someone doing something different there.

I've found Comms Net passing CF tokens and OE is typically more than enough to get me crits. And CF at the correct time, which I am still working on, but so far so good.