Fett+VI+Gunner
Backstabber
Echo + ACD + RC + Decoy
I'm beating Whisper+VI and Soontir lists with decoy magic.
Are you using the upgrade? if so, how?
Fett+VI+Gunner
Backstabber
Echo + ACD + RC + Decoy
I'm beating Whisper+VI and Soontir lists with decoy magic.
Are you using the upgrade? if so, how?
Great idea. Bears some experimenting.
It may also play nice against Han builds, haven't faced one yet.
I really feel like this could help Echo out. The weakness to PS9 is really awful, but Echo should reliably stay in range 1 or two of fett easily.
That said, I tried something similar with a tie bomber and Echo got one shotted by Soontir Fell at range 1 while cloaked...
Decoy seems like it would be a good choice to put with Jan Orrs. She has skill 8 but doesn't really need it as she is mostly a support and/or Ion cannon clean up ship.
If she has a Blaster turret, team her up with Garven Dreis, decoy his skill up to 8 and pass his focus onto her after he attacks so she can spend a focus on using the turret and still have a focus to modify dice with.
Rebel captive is the cheapest anti-Soontir
Rebel captive is the cheapest anti-Soontir
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Had that too...
what about dropping Gunner and trade BS for Mauler +VI + SD ? Now Decoy can trigger every turn.
I ran Decoy on Corran Horn when he was flying with a generic z-95 with missiles. This served two purposes: first, it allowed the z-95 to get his missiles off before getting blown up. Second, Corran used his "fire twice" ability, and would then be able to freely hand off his pilot skill to someone else on the turn he wasn't shooting.
The second part of the plan went south when Corran got run over by my own Corvette, but I still think it's a nice, flexible idea. Since it goes up to range 2, he doesn't have to fly in formation, just be in the vicinity.
Decoy opens up a whole new can of possibilities. Only problem I see with it is figuring out exactly where to put for the greatest effect. It seems to synergize well with high PS pilots that you dont want to be hampered by enemy defensive tokens. Just swap PS with someone lower on the initiative order, let them shoot first and strip any tokens, and later unleash the full potential of the elite pilot. For instance, I can see Wedge using this to great effect.
There has to be a Roark chain somewhere in there.
Decoy seems like it would be a good choice to put with Jan Orrs. She has skill 8 but doesn't really need it as she is mostly a support and/or Ion cannon clean up ship.
If she has a Blaster turret, team her up with Garven Dreis, decoy his skill up to 8 and pass his focus onto her after he attacks so she can spend a focus on using the turret and still have a focus to modify dice with.
I agree with this completely.
I think that it also works well with Vader as he can turtle up well enough and his gun firing later isn't bad. He can pair with a Sigma phantom with advanced cloaking & Intel pretty well (or any more expensive phantom).
Once proton rockets come out I'll definitely try Decoy on Maarek Steele.
I like that idea of proton rockets on maarek steele but he still needs away to generate crits, maybe marksmanship on him then decoy on a black squad.......
I like that idea of proton rockets on maarek steele but he still needs away to generate crits, maybe marksmanship on him then decoy on a black squad.......
Problem is activating Marksmanship isn't the same as having a Focus token to fire the Rockets.
I like the possibilities of mixing Decoy and Swarm Tactics, as well as the Decoy Chain. Similarly to Swarm Tactics, you can use it to swam multiple times, allowing you to really shake up your firing order. This way, the ship that really needs to shoot first can shoot first in any situation, even if that ship cannot be the same ship every turn. For example:
You have three ships, a PS9 with Decoy, a PS6 with Decoy, and a PS2. You decide the PS2 has the best shot in a given turn, so it should fire first, but it is not within Range 2 of the PS9. It IS within range of the PS6, however. You swap and swap again. I'll present a Diagram:
Your ships are arranged like so:
[PS2] -R1-|-R2- [PS6] -R1-|-R2 [PS9]
The PS9 swaps with the PS6, who then swaps again with the PS2. The result being this:
[PS9] -R1-|-R2- [PS2] -R1-|-R2 [PS6]
The ships, of course, are still in their original respective positions, but your firing order has been tossed up like a deck of cards. Or, rather, re-dealt like a deck of cards.
At this point, not sure I would compete with it, but I'm looking forward to testing it in the local league.
Thoughts about list pairings? The point of the idea is versatility, so keep that in mind with your suggestions.
Forgive the ignorance as I'm sure this has been discussed before, but isn't Swarm Tactics better than Decoy most of the time? I don't see too many situations where shooting last is that great when both could shoot at the same time.
Decoy is range 2, and you can put Decoy on the lower pilot skill ship, giving it a distinct niche. I initially thought Decoy was terrible as well, but it definitely can outclass Swarm Tactics in those instances.
Decoy seems like it would be a good choice to put with Jan Orrs. She has skill 8 but doesn't really need it as she is mostly a support and/or Ion cannon clean up ship. If she has a Blaster turret, team her up with Garven Dreis, decoy his skill up to 8 and pass his focus onto her after he attacks so she can spend a focus on using the turret and still have a focus to modify dice with.
Thinking about this combo, doesn't Jan's ability take up her action?
On that point doesn't decoy require an action too or was that just a start/end of phase card?
Just bought myself a nice binder for all my cards to sit in so no mote having to dig out my hole collection just to remember the card text Hahaha
I think it's a win-loss situation.
On one hand, you are shooting at PS10 instead of 8 (if going the usual VI talent), so you do shoot before pretty much everyone else and can recloak before retaliation for the nice 4 dice evade.
On the other hand, you will move at PS6 instead of 8, so you will be easier to outmaneuver and arc-dodged by higher PS maneuvrable ship, like Whisper, Soontir, PS7+Interceptor (even Royal Guard if you have initiative), Corran, etc. Although I have yet to use a Phantom (stupid order won't arrive), I do believe that their best defense is still to dodge attack completely by being out of sight with their decloaking shenanigans.
So, shoot first-move earlier or do everything at PS8, save one point and don't be restricted by decoy range. I still prefer Veteran Instinct.
Decoy seems like it would be a good choice to put with Jan Orrs. She has skill 8 but doesn't really need it as she is mostly a support and/or Ion cannon clean up ship. If she has a Blaster turret, team her up with Garven Dreis, decoy his skill up to 8 and pass his focus onto her after he attacks so she can spend a focus on using the turret and still have a focus to modify dice with.
Thinking about this combo, doesn't Jan's ability take up her action?
On that point doesn't decoy require an action too or was that just a start/end of phase card?
Just bought myself a nice binder for all my cards to sit in so no mote having to dig out my hole collection just to remember the card text Hahaha
Neither requires an action. Jan adds dice when someone is shooting, well outside the action phase. Decoy is like-wise phase-oriented.
Forgive the ignorance as I'm sure this has been discussed before, but isn't Swarm Tactics better than Decoy most of the time? I don't see too many situations where shooting last is that great when both could shoot at the same time.
As Red G suggests, the strength of Decoy comes from putting it on the lower PS ship. Instead of using Swarm on Wedge to move the PS 9 to say a Green Squadron A-Wing, put Decoy on the A-Wing. This would allow a more "useful" EPT on Wedge - like Predator or Outmaneuver, and then let the A-Wing decide who it's going to leech the PS from. Decoy also works at range 1 & 2, so it prevents everyone from needing to bunch up and be targets for Assault Missiles too.