Decimator preview article is up

By Danthrax, in X-Wing

I find it amusing that if Oicunn hits a huge ship it damages the huge ship, but if the huge ship hits him he explodes.

The rebels have an awing that can take out a super star destroyer now we have a ship that can take out a corvette or transport the same way.

Edited by Majeh

Ruthlessness made my day... Slap it on either Jonus, Ryhmer or Vessery for fun times

I might just get around to using non-generic Bombers again :D

Edited by 0rph3u5

I have just been staring at that 360-degree view for over 5 minutes. I want it now.

This will be one beast of a ship that is for sure.

Ruthlessness made my day... Slap it on either Jonus, Ryhmer or Vessery for fun times

I might just get around to using non-generic Bombers again :D

Add cluster missiles and wow..... that could be a lot of damage. Or assault missiles would be pretty good too

Boy! Overwhelmed with preview! Just what will they say at Gencon if they spoil us like this already!? Probalby a lot have been already said, but I haven't read all pages from here and the YT-2400 preview so, here's my thought:

-This dial is wonderful! A lot of maneuvrability and harder to block when stressed, versus the usual 1 bank and 1-2 straight. No K-Turn, but who really needs that when using a turret ship. At least now, new players won't make that mistake with this ship.

-Experimental Interface + Expose (7pts) say hello to Outrider + HLC (12pts). That's 5/4/4 attack versus 0/4/4. Experimental combo give you a stress and is action dependant though, so there is that. Defender also get the range bonus versus primary attack. I'll probably try it with Chiraneau though (at least expose), combined with his ability, he's basically shooting Proton Torpedoes every turn at range 2 and a better one at range 1.

Rear Admiral Chiraneau (46pts) + Expose (4pts) + Moff Jerjerrod (2pts) + Rebel Captive (3pts) + Experimental Interface (3pts)=58 pts

-Ysanne Isard will force the opponent to concentrate fire on the Decimator once the shields are down because for every turn that he get shot at, it's basically a free shield. Worst that can happen, unless your opponent down your VT in one turn, is that you use it 1 turn before dying; but even then, it's the same cost as a shield upgrade so, you're not really losing. I will be curious about using her on a Firespray too: once down to 5 Hull, you can potentially have 2 Evade per turn plus your standard 2 agility dice.

-Moff Jerjerrod is a light Chewie(pilot) that is pretty much garanteed to get used on a ship with 12 Hull. Combine with Determination and crits doesn't sound so bad. If it's a pilot one, you remove the card entirely, if it's a ship one, you flip it as a standard damage. If you are really afraid, get an Intelligence Agent for 1 point to get one more use out of Moff Jerjerrod. When something goes wrong, always blame the Intelligence Agent.

Commander Kenkirk (44pts) + Determination (1pts) + Ysanne Isard (4pts) + Moff Jerjerrod (2pts) + Intelligence Agent (1pts) = 52 pts and leaves just enough points for a 4 Academy Pilot escort.

-Ruthlessness sounds nice but I'm not too sure about the 'must' part. I don't like the idea that my opponent can use my ship to 'protect' his. Definitely don't use this EPT when there is close quarter fighters in your team, like Jax or Mauler. So, a good EPT, but I'll probably not use it much.

-If Intimidation prove one thing, is that FFG consider blocking a valid strategy, so no more whinning about this mecanic please. Combined with Anti-Pursuits lasers it could make for a very potent blocker. Or, the obvious combo with Captain Oicunn. Ram, do damage, reduce agility by 1.

-Tactical Jammer is nice for 2 things. First, you can now use your large ship as moving obstacle. Second, it's only 1 point! I love those filler upgrades when building a team.

Captain Oicunn (42pts) + Intimidation (2pts) + Mara Jade (3pts) + Saboteur (2pts) Dauntless (2pts) + Tactical Jammer (1pts) = 52pts You ram, do one damage, try to change it into a crit, reduce agility by 1, block line of sight and give stress at the end of the turn.

Once again, I bring up this quote directly from the preview:

"After he executes a maneuver that causes his ship to overlap one or more enemy ships, each of those enemy ships he overlaps suffers one damage."

As written on the card, your interpretation seems correct. But the way FFG is explaining it here, that doesn't seem to be the case. And if it's NOT the way FFG is stating it (i.e. the way you're describing it) it's not as exciting to me than if it would cause damage to everything it would overlap.

In short, it's still too vague, at least for my tastes.

Ignore the article; it's suggestive, but not rules text.

captain-oicunn.png

Based just on the rules text, Oicunn's pilot ability is straightforward: there's only one way to enter the "touching" state, and that's to attempt to perform a maneuver that would overlap another ship's base. It's not impossible to end your turn touching multiple ships (see the FAQ, page 8), but it's very difficult.

So 'Tactical Jammer' obstructs attacks... as in it functions like an asteroid with +1 defense dice or it completely blocks the attack?

"Obstruct" is a keyword in the game. Previously, the only way for an attack to be obstructed was for a ship's line of sight to pass over an obstacle token (like an asteroid); now Tactical Jammers can do it, too.

So of the options you posed, it's the +1 defense dice version.

Once again, I bring up this quote directly from the preview:

"After he executes a maneuver that causes his ship to overlap one or more enemy ships, each of those enemy ships he overlaps suffers one damage."

As written on the card, your interpretation seems correct. But the way FFG is explaining it here, that doesn't seem to be the case. And if it's NOT the way FFG is stating it (i.e. the way you're describing it) it's not as exciting to me than if it would cause damage to everything it would overlap.

In short, it's still too vague, at least for my tastes.

Ignore the article; it's suggestive, but not rules text.

captain-oicunn.png

Based just on the rules text, Oicunn's pilot ability is straightforward: there's only one way to enter the "touching" state, and that's to attempt to perform a maneuver that would overlap another ship's base. It's not impossible to end your turn touching multiple ships (see the FAQ, page 8), but it's very difficult.

So 'Tactical Jammer' obstructs attacks... as in it functions like an asteroid with +1 defense dice or it completely blocks the attack?

"Obstruct" is a keyword in the game. Previously, the only way for an attack to be obstructed was for a ship's line of sight to pass over an obstacle token (like an asteroid); now Tactical Jammers can do it, too.

So of the options you posed, it's the +1 defense dice version.

Wouldn't any ships that moved before you and bumped into you (plus that prevented you from moving) also be affected and take damage?

Also, I don't see how stress would prevent Isaard from doing her stuff.

Wouldn't any ships that moved before you and bumped into you (plus that prevented you from moving) also be affected and take damage?

Probably, yes (although it might have to be the subject of a FAQ entry)--but I'd expect "don't ram Oicunn" will be a primary consideration for your opponent.

Also, I don't see how stress would prevent Isaard from doing her stuff.

Isard grants a free evade action, which you can't do while you're stressed.

Isard could be really good on an imperial huge ship.

I like how all three configurations really lend themselves to completely different builds. Great design.

Having 3 named pilots for large ships makes me wish they did 3 named pilots and 2 generics for small based ships too. Then we might not be waiting so long for aces style boxes to improve some ships with lacklustre named pilots.

The description for Ruthlessness is really confusing.

Wave 5 looks awesome top to bottom.

Isard doesn't work on huge ships. Huge Ships cannot perform Focus or Evade actions, and if they receive Focus or Evade tokens, the tokens are discarded immediately.

I'm going to go ahead and coin a new term.

Moff Diving: Using Jerjerrod to pitch cheap crew cards, in order to mitigate unwanted critical effects. May or may not leave a bad taste in your mouth.

I really wanted to like Jerjerrod when I read his card, but he needs to be able to discard the hits, not just flip them, IE Determination. As it stands, Determination can get you more longevity than he can, even with scrubs to discard like Intelligence Agents.

I really wanted to like Jerjerrod when I read his card, but he needs to be able to discard the hits, not just flip them, IE Determination. As it stands, Determination can get you more longevity than he can, even with scrubs to discard like Intelligence Agents.

He can flip down any crit dealt not just "pilot" ones. If I recall there are more ship critical effects than pilot. Perhaps take determination and Jerjerrod?

I really wanted to like Jerjerrod when I read his card, but he needs to be able to discard the hits, not just flip them, IE Determination. As it stands, Determination can get you more longevity than he can, even with scrubs to discard like Intelligence Agents.

He can flip down any crit dealt not just "pilot" ones. If I recall there are more ship critical effects than pilot. Perhaps take determination and Jerjerrod?

At a minimum, Jerjerrod protects you against the big nasties: Direct Hit and Injured Pilot. The former is (obviously) the most common card in the deck, and in that case he's 2 points for the equivalent of a Hull Upgrade; the latter is harder to value but definitely important--especially when, as with Oicunn, you'll have built a substantial portion of your list around it.

Situationally, he can also provide action economy against crits that cost an action to flip down, as well as some certainty against those crits (like Structural Damage, Weapon Malfunction, and Damaged Sensor Array) that require an action and a dice roll to get rid of. I've certainly had games where an action could have swayed the results one way or the other.

And last but not least, technically it's easy to turn down something like Blinded Pilot or a Weapon Malfunction--but if you'd rather ignore their effects (and I've definitely had games won or lost due to a Blinded Pilot), Jerjerrod says you can.

I really wanted to like Jerjerrod when I read his card, but he needs to be able to discard the hits, not just flip them, IE Determination. As it stands, Determination can get you more longevity than he can, even with scrubs to discard like Intelligence Agents.

But, both combined, and you have a very durable ship.

I really wanted to like Jerjerrod when I read his card, but he needs to be able to discard the hits, not just flip them, IE Determination. As it stands, Determination can get you more longevity than he can, even with scrubs to discard like Intelligence Agents.

He can flip down any crit dealt not just "pilot" ones. If I recall there are more ship critical effects than pilot. Perhaps take determination and Jerjerrod?

At a minimum, Jerjerrod protects you against the big nasties: Direct Hit and Injured Pilot. The former is (obviously) the most common card in the deck, and in that case he's 2 points for the equivalent of a Hull Upgrade; the latter is harder to value but definitely important--especially when, as with Oicunn, you'll have built a substantial portion of your list around it.

Situationally, he can also provide action economy against crits that cost an action to flip down, as well as some certainty against those crits (like Structural Damage, Weapon Malfunction, and Damaged Sensor Array) that require an action and a dice roll to get rid of. I've certainly had games where an action could have swayed the results one way or the other.

And last but not least, technically it's easy to turn down something like Blinded Pilot or a Weapon Malfunction--but if you'd rather ignore their effects (and I've definitely had games won or lost due to a Blinded Pilot), Jerjerrod says you can.

Ugh you mentioning blinded pilot almost makes me want to auto include him! Nothing worse than taking the time to line up a magnificent shot and then to get slapped with that garbage.

So excited by this preview!

Its a nice looking unique ship in several ways (for the imperials at least), and helps add some synergy to Imperials without just being "stay within 1 of howl or jonus for a reroll" :D

Looking forward to trying out a dodgy Kirk with Issard (and probably determinaton and moff) and The ramming blocking Oicunn.

I really wanted to like Jerjerrod when I read his card, but he needs to be able to discard the hits, not just flip them, IE Determination. As it stands, Determination can get you more longevity than he can, even with scrubs to discard like Intelligence Agents.

He can flip down any crit dealt not just "pilot" ones. If I recall there are more ship critical effects than pilot. Perhaps take determination and Jerjerrod?

At a minimum, Jerjerrod protects you against the big nasties: Direct Hit and Injured Pilot. The former is (obviously) the most common card in the deck, and in that case he's 2 points for the equivalent of a Hull Upgrade; the latter is harder to value but definitely important--especially when, as with Oicunn, you'll have built a substantial portion of your list around it.

Situationally, he can also provide action economy against crits that cost an action to flip down, as well as some certainty against those crits (like Structural Damage, Weapon Malfunction, and Damaged Sensor Array) that require an action and a dice roll to get rid of. I've certainly had games where an action could have swayed the results one way or the other.

And last but not least, technically it's easy to turn down something like Blinded Pilot or a Weapon Malfunction--but if you'd rather ignore their effects (and I've definitely had games won or lost due to a Blinded Pilot), Jerjerrod says you can.

Ugh you mentioning blinded pilot almost makes me want to auto include him! Nothing worse than taking the time to line up a magnificent shot and then to get slapped with that garbage.

I guess my point was that for two points, I feel like I should get a discard out of it, but I suppose we pay 3 for hull and 4 for a shield. Determination is more limited, but you get a better result with a more limited trigger.

i'm not all that excited with Kirk, 1 agility dice is rather crap, so far i'm liking Oicunn the most, his damage is automatic and he really becomes a g8 blocker and bomb carrier.

Well, I think Intelligence Agents will be standing by the airlock when Moff Jerjerrod is aboard.

Moff divers away!! :lol:

Moff divers away!! :lol:

Moff divers? Really? You sure you're not thinking about Recon Specialists now?

I think the Moff has the wrong equipment, he's more built for... Pole dancing... I think. Lol

Moff divers away!! :lol:

Moff divers? Really? You sure you're not thinking about Recon Specialists now?

Intelligence Agents are only 1 point a piece. Cheapest moff divers in the game.

Edited by Mikael Hasselstein

Moff divers away!! :lol:

Moff divers? Really? You sure you're not thinking about Recon Specialists now?

Intelligence Agents are only 1 point a piece. Cheapest moff divers in the game.

You sweet summer child. So unspoilt.

Moff divers away!! :lol:

Moff divers? Really? You sure you're not thinking about Recon Specialists now?

Intelligence Agents are only 1 point a piece. Cheapest moff divers in the game.

You sweet summer child. So unspoilt.

... :huh: ...

..... :wacko: .....

:mellow:

:lol: