dbmeboy said:
You are assuming the DS can only kill 1 objective/turn with your math. I've had my Navy deck be able to take out 2 objectives in a turn by turn 2 or 3 on a number of occasions. Of course, my Rebel deck can also pull of 2 objectives on turn 2. Even my Jedi and Sith decks have managed that with the right opening.
My assumption is made on the basis that the rebs and navy are equally good at taking out objectives (I dont actually think they are, I think the rebs are better at it, but I compare them as equals for the sake of argument). Assuming that they are equally good at killing objectives, and assuming that both try their best resulting in on average one objective destroyed per turn (even if you destroy all three on your third turn it's still the same average) the ls wins. The example mostly illustrates how the ds cannot really focus purely on offense, they need to defend at least a little. This is built into the game engine, objective destruction is not as effective for ds as it is for ls (hence the reason why laser blast is ok for ds, but would be ludicrously silly for an ls deck).
Of course it's often down to draws, a first or second turn devastator with resources to spare for dial speeding is of course awesome, but happens fairly rarely (read, close to never. Second turn is a little more viable).
I came back to the thread with another thought after having turned it over a bit in my head. The main trouble with the navy/reb matchup is the navy's glaring lack of direct damage and control options. Rebs have several great ways of handing that 1st-2nd turn deva, or striking hard to counter units out of the game. The navy does not. Their two cards with that possibility is the Defense turrets objective (I think that's the name) and the assault squadron. The turrets deal only one damage (most of the good, cheap reb cards can take two) and the assault squadron, while great, can only take two itself (you know what's coming for that one).