Back on MSU (before they get nerfed ,,,馃ズ)

By ovinomanc3r, in Star Wars: Armada Fleet Builds

DemweirdSU (0/397/400)
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Arquitens-class Light Cruiser (54 + 33: 87)
路 Moff Jerjerrod (23)
路 Captain Brunson (5)
路 Quad Battery Turrets (5)

Gladiator II-class Star Destroyer (62 + 20: 82)
路 Agent Kallus (3)
路 Ordnance Experts (4)
路 Flechette Torpedoes (3)
路 Demolisher (10)

Arquitens-class Light Cruiser (54 + 10: 64)
路 Expert Shield Tech (5)
路 Quad Battery Turrets (5)

Arquitens-class Light Cruiser (54 + 10: 64)
路 Expert Shield Tech (5)
路 Quad Battery Turrets (5)

Raider I-class Corvette (44 + 6: 50)
路 Darth Vader (3)
路 External Racks (3)

Gozanti-class Cruisers (23 + 2: 25)
路 Comms Net (2)

Gozanti-class Cruisers (23 + 2: 25)
路 Comms Net (2)

Most Wanted
Asteroid Tactics
Infested Fields

This Demo setup is a meta choice I didn't get to try out. In a world (at least yet) where aces are everyday everywhere it looks like a safe bet. Just zoom in, get that black and stun almost 50% of the aces. 3 Arquitens commanded by JJ allows CF to out up to 5 dice onto enemies. Vader on the Raider helped by activation advantage just choose a target to get rid of a key card. The fact that arquitens don't want to get close let me avoid some traffic issues that might arise when all your ships are close combat vessels.

Most wanted is just a no brainer, I like opening salvo though. Both get me more dice to snipe my enemies. The other two will help with the other half of the enemy ace force while asteroids tactics enable expert shields techs and infested fields let me throw some rocks under my opponent wheels.

A slow Arquitens is usually a dead Arquitens particularly when the commander is on board. Switch to DTTs, LTTs or Needa/TRC to keep your speed up and use those fantastic 4-5 yaws per turn with JJ.

If you go for the Flak Demolisher you will need a token fighter force too. 3 TIEs or TIE-Ints by dropping a flotilla. Just flak alone means enemy Bombers reach their last hull too late and Demolisher taking some Y-Wings & B-wings down to 1-2 hull by the end of the game is actually worse than just ignoring them since those shots are not killing ships. If you ignore the fighters ant take a lean Demo Glad-I the savings will pay for the better Turbolasers for the kittens or maybe a RBD for the flagship.

6 hours ago, Mad Cat said:

A slow Arquitens is usually a dead Arquitens particularly when the commander is on board. Switch to DTTs, LTTs or Needa/TRC to keep your speed up and use those fantastic 4-5 yaws per turn with JJ.

If you go for the Flak Demolisher you will need a token fighter force too. 3 TIEs or TIE-Ints by dropping a flotilla. Just flak alone means enemy Bombers reach their last hull too late and Demolisher taking some Y-Wings & B-wings down to 1-2 hull by the end of the game is actually worse than just ignoring them since those shots are not killing ships. If you ignore the fighters ant take a lean Demo Glad-I the savings will pay for the better Turbolasers for the kittens or maybe a RBD for the flagship.

I didn't use the QBT yet. My idea is to exploit them but not to force them and be ready to jump to speed 3 when needed also checking if my opponent try to cut my path instead of going towards me and fly consequently. But good to know, thanks for the advice. I will try the QBT and move back to DTT if I don't like how they work.

My purpose with the flak Demo is to stun them. I'm mostly relying on odds and meta-game. I would probably go with my FT-Instigstor+Ciena setup but I wanted to give a try to FT on Demo. The main difference regarding my purpose is that Demo let me stun the round I want while the raider has to wait (and live, hence Ciena) til next round. Basically is guaranteed shot with a chance of stunning vs a chance of a shot that is guaranteed to stun (lol, looks like a RPG setup). But I'll keep in mind the token squadron force. 6 activations should be good enough.

On 8/24/2020 at 9:23 AM, Mad Cat said:

A slow Arquitens is usually a dead Arquitens particularly when the commander is on board. Switch to DTTs, LTTs or Needa/TRC to keep your speed up and use those fantastic 4-5 yaws per turn with JJ.

off topic, but I sometimes wonder if the kitties might have had a better natural chassis from ffg if not for JJ. We know he helps the yaw a lot so he benefits many imp ships in particular the Vic, but I wonder if the kitty would have had the same natural yaw if the commander that came with it had a different ability.

Edited by Muelmuel