Theorycrafting: best blue objective to pair with Demo + Int after RitR drops

By xanderf, in Star Wars: Armada Fleet Builds

So one of the objectives coming with RitR is soooo good paired with an Interdictor fielding GX-7 grav wells that it is sort of hard to imagine that combo not picking up steam (specifically 'Surprise Attack'). And any of the standard Demolisher builds LOOOOVE Hyperspace Assault - Demo appearing behind the enemy fleet can do some work!

As a start, that eats up 167 pts (although generally people seem keen to have ET and Versio on the Glad consuming another 14 pts), leaving you two questions:

  • How to use the remaining 233 pts (including the commander to pair with it)? Assume a build to 400, here, as we are shooting for a 2nd-player game, and the Glad alone suggests heavily you'll never be given 1st-player.
  • What the heck blue objective to pick , given the yellow and red are so dangerous to the 1st player with this start of a list that you are basically always playing your blue?

I've been leaning towards Screed, and much of the rest of the list DCap+HIE raiders, as going MSU with a Glad guarantees you 2nd player (being able to reliably last/first with the Gladiator can kill quite a lot of points, and your opponent knows that). But I'm stumped on the blue. With an MSU-esque fleet, adding Grav Shift Reroute to the Interdictor and taking Salvage Run seems the obvious/safe/boring choice - but it's quite a step down in threat level to the other objectives. Is there a blue that is a better fit...?

Not sure if it'll be better than Salvage Run, but Doomed Station looks like it has good synergy with Grav Shift Reroute.

Salvage Run is only boring when you don’t have unkillable mines sprinkled among the dust fields... they’ll be great with Surprise Attack, too.

That would then somewhat incentivize APT, to really pile on hull damage.

I haven’t tried it yet as I don’t have RitR and the Gravity Rift, but Doomed Station seems like a very natural fit with any Interdictor list. It’s great to be able to use the station to your advantage, unlike Contested Outpost. After Demo, season with Screed, a token-passing Gozanti, and a bunch of Rogues of your favorite flavor. Activations are over-rated with Pryce around.

13 hours ago, Bertie Wooster said:

Not sure if it'll be better than Salvage Run, but Doomed Station looks like it has good synergy with Grav Shift Reroute.

Not sure the Interdictor helps a lot, here, for controlling late-game station points. But, yeah, it'll sure help score the round 1 and 2 points. So while Salvage Run you are basically guaranteed all 80 VPs, with almost nothing the enemy can really do about it vs the grav shift reroute, Doomed Station only really ensures...about 80 points again, really (4 turns). OTOH, a moving station does make it easier to camp without having to set speed 0 (which is a death sentence, usually)….hmmm...wonder if I can fit a couple dcap+qbt+Vic2s in the list for station control. That should cover all 6 turns, then, and for 120 pts before you even count what you've killed...that would let you play quite defensively, indeed...

1 hour ago, xanderf said:

Not sure the Interdictor helps a lot, here, for controlling late-game station points. But, yeah, it'll sure help score the round 1 and 2 points. So while Salvage Run you are basically guaranteed all 80 VPs, with almost nothing the enemy can really do about it vs the grav shift reroute, Doomed Station only really ensures...about 80 points again, really (4 turns). OTOH, a moving station does make it easier to camp without having to set speed 0 (which is a death sentence, usually)….hmmm...wonder if I can fit a couple dcap+qbt+Vic2s in the list for station control. That should cover all 6 turns, then, and for 120 pts before you even count what you've killed...that would let you play quite defensively, indeed...

Don't forget that you can move the gravity rift.

9 hours ago, The Jabbawookie said:

Salvage Run is only boring when you don’t have unkillable mines sprinkled among the dust fields... they’ll be great with Surprise Attack, too.

That would then somewhat incentivize APT, to really pile on hull damage.

If a mine is on top of a dust field, and you move the dust field with GSR, does the mine move with it? I don't think so but curious.

Edited by Bertie Wooster
24 minutes ago, Bertie Wooster said:

If a mine is on top of a dust field, and you move the dust field with GSR, does the mine move with it? I don't think so but curious.

I'd assume not, given the FAQ entry on Dangerous Territory vs Strategic keyword. Tokens on the mat appear to always be distinct and self-contained, without interaction with whatever happens to other tokens.

3 hours ago, Bertie Wooster said:

If a mine is on top of a dust field, and you move the dust field with GSR, does the mine move with it? I don't think so but curious.

3 hours ago, xanderf said:

I'd assume not, given the FAQ entry on Dangerous Territory vs Strategic keyword. Tokens on the mat appear to always be distinct and self-contained, without interaction with whatever happens to other tokens.

It has been explicitly stated proximity mines move with obstacles.

45 minutes ago, The Jabbawookie said:

It has been explicitly stated proximity mines move with obstacles.

I remember @Snipafist saying that Proximity Mines move with naturally mobile obstacles (like Purrgils) but I wasn't sure about using GSR on a dust field, asteroid, etc.

On 8/14/2019 at 6:16 PM, The Jabbawookie said:

Do obstacles moved by Grav Shift Reroute count as mobile? They'd be naturally obstructed, too...

On 8/14/2019 at 6:58 PM, Snipafist said:

They do, yep.

@Bertie Wooster Which will lead to some fun times.

32 minutes ago, The Jabbawookie said:

@Bertie Wooster Which will lead to some fun times.

In that case, let the moving mines begin!

17 hours ago, Bertie Wooster said:

I remember @Snipafist saying that Proximity Mines move with naturally mobile obstacles (like Purrgils) but I wasn't sure about using GSR on a dust field, asteroid, etc.

If the obstacle moves for any reason, tokens on it move with it.

Putting mines all over the obstacles in Doomed Station turns your game into dodgeball.

You are forgetting WBT in your fleet makeup. That completely negates the need for screed basically. You have to roll 3 hits on your raider not to trigger HIE when you can shift an acc to a crit.

Raider II, Weapon Battery Techs, Disposable Capacitors, Heavy Ion Emplacements.

It's brutal.

I'll add to doomed station. If you are taking a dictor you have the choice of moving it near you or them. You can pull it toward you where you can go speed "0" while using defense tokens, or you can push it on them where they are forced to overlap it and go to speed 0, then destroy them before they regain their speed. Its tactically a very interesting objective combined with the scoring potential of contested outpost.

On 8/25/2019 at 1:18 AM, BrobaFett said:

You are forgetting WBT in your fleet makeup. That completely negates the need for screed basically. You have to roll 3 hits on your raider not to trigger HIE when you can shift an acc to a crit.

Well if I'm running Demo to make Hyperspace Assault entertaining, that goes well with Screed. And if you are talking about needing to trigger crits on 3 or 4 ships...I mean, you've gotta take some commander anyway , might as well be him and save the points from WBTs.

WBTs work well for HIE Raiders if you only want a couple, and the rest of your fleet to be doing something else that doesn't care about crits.

2 hours ago, xanderf said:

Well if I'm running Demo to make Hyperspace Assault entertaining, that goes well with Screed. And if you are talking about needing to trigger crits on 3 or 4 ships...I mean, you've gotta take some commander anyway , might as well be him and save the points from WBTs.

WBTs work well for HIE Raiders if you only want a couple, and the rest of your fleet to be doing something else that doesn't care about crits.

Screed is bad on demo in a world where OE exists, nothing has changed about that. There's a reason he has been in 0 competitive tournaments for years. He was ok for fixing blue crits on ships like the raider and dictor since those didnt have convenient rerolls, but with wbt he's completely replaced for the raider. And if you're running triple hie interdictors you are obviously not playing a serious game. Screed is binder fodder unless you are actively handicapping yourself.

HA is more dangerous with an oe demo than a screed glad cause screed means you arent taking a more effective Admiral that will more actively let you win.

3 hours ago, BrobaFett said:

Screed is bad on demo in a world where OE exists, nothing has changed about that.

LOL, well, you don't have my dice, mate. 27 total red dice rolled against a gozer with 1 hull, no shields, and only a red scatter defense token? Yeah, no accuracy, because why not.

8 black dice rolls off a Demo broadside, every single one a blank? Three times that's happened to me in competitive events.

No, thanks, but I'll take Screed (and SW-7s when I need them). Re-rolls are fine for people who aren't cursed by an ancient evil that never rests and hates dice above all the various fortunes otherwise damned. Screed is for everyone else - at least, who cares about crits.

12 hours ago, xanderf said:

8 black dice rolls off a Demo broadside, every single one a blank? Three times that's happened to me in competitive events.

No, thanks, but I'll take Screed (and SW-7s when I need them). Re-rolls are fine for people who aren't cursed by an ancient evil that never rests and hates dice above all the various fortunes otherwise damned. Screed is for everyone else - at least, who cares about crits

Or even just people who want to reliably get the crit out the front of a Glad. 100% certainty isn’t nothing.

Or the shield stripper Kuat build. Or Interdictors, didn’t @CommanderDave have some success with that?

20 minutes ago, The Jabbawookie said:

Or the shield stripper Kuat build. Or Interdictors, didn’t @CommanderDave have some success with that?

He won a Regional with Screed, an HIE Interdictor and a Fletchette Torpedoes/Agent Kallus Demo. I've played a similar list myself, and Screed is absolutely essential. OE is definitely helpful for trying to get that hit/crit, but it's only one black die.

I found out the hard way that the list is less successful when I chose to attack ships with Demo when I had the opportunity to attack squads.

Edited by Bertie Wooster
1 hour ago, Bertie Wooster said:

He won a Regional with Screed, an HIE Interdictor and a Fletchette Torpedoes/Agent Kallus Demo. I've played a similar list myself, and Screed is absolutely essential. OE is definitely helpful for trying to get that hit/crit, but it's only one black die.

I found out the hard way that the list is less successful when I chose to attack ships with Demo when I had the opportunity to attack squads.

It’s done well in a number of tournaments, but the Demo does lose some punch if you’re relying on it for ship to ship damage. You really need to make sure that your squadrons can pull some serious anti-ship weight, hence MMJ. Demo exists in part to enable that wonderful combo.

In any case, Screed is no slouch. I like the HIE/ACM Kuat as well.

Edited by CommanderDave