VADER+DEVASTATOR=TRUE

By Green Knight, in Star Wars: Armada Fleet Builds

Always wanted to make Vader+Devastator a thing, but it never was.

Trying it out in the Vassal World Cup with the Cymoon. Redundant rerolls where it matters, and IF! to boot. Good activations, decent bid, good threat range and mutual protection in ISD&Demo. Defense relies on activations, good positioning, and speed control. No anti-squad whatsoever, barring Devastator itself. Table those carriers fast :P

Kudos to @thecactusman17 who never lost faith in Devastator.

VWC 2018 - Darth Vader, in association with Devastator Productions, Demolisher Studios and Four Mighty Gozanti, proudly presents: "I HAVE YOU NOW"
Author: Green Knight

Faction: Galactic Empire
Points: 383/400

Commander: Darth Vader

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Solar Corona

[ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Darth Vader ( 36 points)
- Devastator ( 10 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Spinal Armament ( 9 points)
- X17 Turbolasers ( 6 points)
- Intensify Firepower ( 6 points)
= 193 total ship cost

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

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

Gozanti-class Cruisers (23 points)
- Repair Crews ( 4 points)
= 27 total ship cost

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

Awesome fleet, was fun running it through some action today. I will continue experimenting on your behalf...

Impressive against most.... but I love seeing these lists across the table come Wave 7....

?

The long range firepower truly is.... Devastating

6 minutes ago, MandalorianMoose said:

Awesome fleet, was fun running it through some action today. I will continue experimenting on your behalf...

It is a nice fleet.

Some variation is possible:

  • drop IO and go Tua&ECM or EWS
    • if so, maybe swap Spinals for H9
    • I don't like this too much, as it waters out the offense
  • just drop the rep crew
    • get a bigger bid
  • swap rep crew for slicers
    • hurts bid a tad)
  • get another slicer
    • hurts bid much more)
  • drop rep crews, get 2 TIE
    • this sint too bad, but meh, boring
    • also not good for bid
  • swap around objectives
    • MW is a given (duh!)
    • HA can be swapped for PIC or CO
    • SC is quite useful here
Edited by Green Knight
Just now, Drasnighta said:

Impressive against most.... but I love seeing these lists across the table come Wave 7....

?

You and your nose punching Mandalorians

2 minutes ago, Green Knight said:

It is a nice fleet.

Some variation is possible:

  • drop IO and go Tua&ECM or EWS
    • if so, maybe swap Spinals for H9
    • I don't like this too much, as it waters out the offense
  • just drop the rep crew
    • get a bigger bid
  • swap rep crew for slicers
    • hurts bid a tad)
  • get another slicer
    • hurts bid much more)
  • drop rep crews, get 2 TIE
    • this sint too bad, but meh, boring
    • also not good for bid
  • swap around objectives
    • MW is a given (duh!)
    • HA can be swapped for PIC or CO
    • SC is quite useful here

I would probably swap repair crews for slicers, the before movement and distance 2 restriction can make it tough, and Slicer Tools could help vs an unprepared carrier

Edited by MandalorianMoose

You gotta respect the fact that I’m throwing an Imperial Regent at you...

1 minute ago, MandalorianMoose said:

I would probably swap repair crews for slicers, the before movement and distance 2 restriction can make it tough, and Slicer Tools could help vs an unprepared carrier

That was the build I nearly entered into the WC. But then I decided I liked a 17 pt bid better than a 14 pt. Turns out it was a good call, IN THAT PARTICULAR SITUATION, as it helped immensely in my 1st game.

But overall, yeah Slicers are good. Except I like 'em in pairs...

Don't try to frighten us with your sorcerer's ways, @Green Knight. Your sad devotion to that ancient title (Devastator) has not helped you conjure up the stolen data tapes, or given you clairvoyance enough to find the Rebel's hidden fort…

Im just glad the title has such a good platform to run it now. I mean, it was “ok” on an isd2, but adding one or two blues to 4 reds always felt kinda meh- whereas adding them to 6 or 7 reds (spinals + confire) and STILL getting xi-7... it’s a thing of beauty

My personal choice would be drop the Spinals and Repair Crews for Double Slicers. Minor cost increase of 1 point to 384. I don't think the extra red die is drastically increasing your damage output for the cost, but the double slicers can really ruin a fleet depending on commands to escape or avoid your combat ships.

8 minutes ago, thecactusman17 said:

My personal choice would be drop the Spinals and Repair Crews for Double Slicers. Minor cost increase of 1 point to 384. I don't think the extra red die is drastically increasing your damage output for the cost, but the double slicers can really ruin a fleet depending on commands to escape or avoid your combat ships.

Spinal has one big advantage: reliably killing flotillas at long range.

2 accs and 4 total damage.

1 acc and 5 damage on separate dice.

Common enough, very reliable with cf.

9 minutes ago, thecactusman17 said:

My personal choice would be drop the Spinals and Repair Crews for Double Slicers. Minor cost increase of 1 point to 384. I don't think the extra red die is drastically increasing your damage output for the cost, but the double slicers can really ruin a fleet depending on commands to escape or avoid your combat ships.

I gotta disagree- you need to project AS MUCH Force as possible- you need the extra damage the extra red gets you

1 minute ago, MandalorianMoose said:

I gotta disagree- you need to project AS MUCH Force as possible- you need the extra damage the extra red gets you

Personally, I'd expect that to be covered by the Devastator blue dice.

2 minutes ago, thecactusman17 said:

Personally, I'd expect that to be covered by the Devastator blue dice.

Why not both?

I’ll be giving this a shot- less reliability from IF but I always forget fleet commands anyways...still a respectable bid, and you get an extra drop and some squad defense

Demo-Moon (389/400)

Empire

Commander: Darth Vader

Objectives: Most Wanted, Contested Outpost, Solar Corona

[flagship] Imperial Star Destroyer Cymoon 1 Refit (112)

- Darth Vader (36)

- Devastator (10)

- Intel Officer (7)

- XI7 Turbolasers (6)

- Spinal Armament (9)

- Gunnery Team (7)

= 187 total points

Gladiator I-class Star Destroyer (56)

- Demolisher (10)

- Intel Officer (7)

- Assault Proton Torpedoes (5)

- Engine Techs (8)

- Ordnance Experts (4)

= 90 total points

Gozanti-class Cruisers (23)

- Comms Net (2)

= 25 total points

Gozanti-class Cruisers (23)

- Comms Net (2)

= 25 total points

Gozanti-class Cruisers (23)

= 23 total points

Gozanti-class Cruisers (23)

= 23 total points

Squadrons (16/134):

2x Tie Fighter Squadron (16)

1 minute ago, MandalorianMoose said:

Why not both?

Once you get more than one blue die, Devastator becomes one of the most cost-effective dice adding mechanics in the game and it's more reliable than an extra red even without SW-7 Ion Batteries. On the other hand, you want a way to disrupt carriers and movers from spamming their most useful commands.

3 minutes ago, MandalorianMoose said:

I’ll be giving this a shot- less reliability from IF but I always forget fleet commands anyways...still a respectable bid, and you get an extra drop and some squad defense

Demo-Moon (389/400)

Empire

Commander: Darth Vader

Objectives: Most Wanted, Contested Outpost, Solar Corona

[flagship] Imperial Star Destroyer Cymoon 1 Refit (112)

- Darth Vader (36)

- Devastator (10)

- Intel Officer (7)

- XI7 Turbolasers (6)

- Spinal Armament (9)

- Gunnery Team (7)

= 187 total points

Gladiator I-class Star Destroyer (56)

- Demolisher (10)

- Intel Officer (7)

- Assault Proton Torpedoes (5)

- Engine Techs (8)

- Ordnance Experts (4)

= 90 total points

Gozanti-class Cruisers (23)

- Comms Net (2)

= 25 total points

Gozanti-class Cruisers (23)

- Comms Net (2)

= 25 total points

Gozanti-class Cruisers (23)

= 23 total points

Gozanti-class Cruisers (23)

= 23 total points

Squadrons (16/134):

2x Tie Fighter Squadron (16)

I did this too, but took the qbt and if!

It's heresy not to take a fleet command ?

4 minutes ago, thecactusman17 said:

Once you get more than one blue die, Devastator becomes one of the most cost-effective dice adding mechanics in the game and it's more reliable than an extra red even without SW-7 Ion Batteries. On the other hand, you want a way to disrupt carriers and movers from spamming their most useful commands.

The REAL reason why I dropped slicers was to try something new.

You've already shown me how effective (double) slicers can be.

2 minutes ago, Green Knight said:

It's heresy not to take a fleet command ?

But it’s 3/4’s of a tie fighter!

1 minute ago, Green Knight said:

The REAL reason why I dropped slicers was to try something new.

You've already shown me how effective (double) slicers can be.

Now that I can get behind.

1 minute ago, MandalorianMoose said:

But it’s 3/4’s of a tie fighter!

I banish you to the Outer Rim!

I would keep IO on Devastater so you can sacrifice your own tokens to vader.

@Green Knight, How do you play this?

Bid for 2nd? How aggressive with Devestator?

Edited by Deadshane