Further Kenkirk Theorycrafting! Criticism would be welcome

By Tsiegtiez, in X-Wing

So I'm largely an Imperial player, and I really like to get the most out of my Firesprays, Shuttles, and Defenders, but I'm no stranger to the perks of the rest of the Imperial Fleet. I'm really very excited for Wave V, but I don't have as much experience with a super-turret à la Fat Han or Fat Chewie, and I feel that's sort of the role that the Decimator will come to fill for the Empire. I've been tinkering with different builds, but until I start using it I'm not sure how well the pilots will work...with the exception of Kenkirk. His ability seems pretty straightforward, essentially turning your 11HP Decimator into a Falcon. He and Isard go together like cold and beer, so that's what I decided to work around. Let me know what you think!

Captain Kenkirk (Decimator) - 44 points +14:

-Lone Wolf +2

-Rebel Captive +3

-Ysanne Isard +4

-Gunner +5

Bounty Hunter (Firespray) - 33 points +8:

-Recon Specialist +3

-Countermeasures +3

-Seismic Charges +2

Grand Total - 99 points.

Two ships is a little risky. Doable, but you'll be sorely lacking damage.

I'm not sure yet what to flank it with, but I like this idea:

Commander Kenkirk

++Ysanne Isard

++Flight Instructor

MAYBE Marksmanship and/or Gunner

Flight instructor lets you reroll that crucial agility die, making it more reliable once you have access to it.

Kenkirk there is a really nice base ship, but you probably want much more beef to support him. 2 ships as said above is hard, although in this case they are both extremely durable. Your total durability should be about equivalent to 6 TIE Fighters.

For my tastes, 58 points is the absolute top of what I'd pay for a single ship. I'd start by seeing what you can do without--the Rebel Captive?--and distribute the savings plus the Bounty Hunter's points over at least two other ships, the way Han Shot First lists do.

Two ships is a little risky. Doable, but you'll be sorely lacking damage.

I'm not sure yet what to flank it with, but I like this idea:

Commander Kenkirk

++Ysanne Isard

++Flight Instructor

MAYBE Marksmanship and/or Gunner

Flight instructor lets you reroll that crucial agility die, making it more reliable once you have access to it.

You aren't wrong, two ships with three attack dice apiece isn't throwing out a ton of damage every round, but my thought was to make them durable enough to outlast a ship or two of my opponent, at which point things would start to turn in my favourite numerically.

I did think about Flight Instructor, but for half the cost I see Lone Wolf offering a similar benefit, as well as contributing to my attack strength. Rebel Captive punishes someone every round and that gets stronger the longer the Decimator is in play, and both Kenkirk and Isard contribute to it lasting longer. I would prefer to keep Kenkirk behind asteroids to start, to maximise defense, although Flight Instructor would help there as well. I figure Gunner is the way to go with the turret though, to really help out against Interceptors, Phantoms, and A-Wings.

Kenkirk there is a really nice base ship, but you probably want much more beef to support him. 2 ships as said above is hard, although in this case they are both extremely durable. Your total durability should be about equivalent to 6 TIE Fighters.

I was thinking of trying to fit in more ships in support (be it some Alpha squints or a block of TIEs) but I love the RecSpec Bounty Hunter way too much! I'm sure it would be more economical with more bodies on the table, but the two large ships each present a solid target and I want my opponent to feel as though he or she should devote their entire squad to attacking one first, at which point the other comes about hard and flanks or tails.

Although, what do you mean by your comment about the durability of six TIEs? A combination of health and dice?

For my tastes, 58 points is the absolute top of what I'd pay for a single ship. I'd start by seeing what you can do without--the Rebel Captive?--and distribute the savings plus the Bounty Hunter's points over at least two other ships, the way Han Shot First lists do.

I agree that with 41 points or so I could get a solid block of TIEs or even finagle a pair of PtL Sabers, which would very closely mimic the HSF list in firepower (even if execution would be drastically different!). But, I feel that HSF doesn't have access to a solid second large ship, and that's something I want to explore.

You are correct that Rebel Captive is nonessential, but I feel he makes the Decimator a less-appealing target up front, when an enemy VIP or High PS ship is still present; and, of course, mid- to late-game the Rebel Captive can make a solid difference. But! I'm not against swapping him out. Did you have anything in mind?

Although, what do you mean by your comment about the durability of six TIEs? A combination of health and dice?

Yeah, I have done quite a bit of MathWing on how durable various stat lines are.

http://community.fantasyflightgames.com/index.php?/topic/113064-decimator-preview-article-is-up/?p=1194439

http://community.fantasyflightgames.com/index.php?/topic/100360-using-lanchesters-square-law-to-predict-ships-jousting-values-and-fair-point-values-work-in-progress/

Edit: your Bounty Hunter has Recon Specialist (more focus for defense), and Kenkirk has the free evade, plus rerolling that one die, so you should be at least as durable as 6 TIEs. The problem is your damage output will be very low.

Edited by MajorJuggler

Although, what do you mean by your comment about the durability of six TIEs? A combination of health and dice?

Yeah, I have done quite a bit of MathWing on how durable various stat lines are.

http://community.fantasyflightgames.com/index.php?/topic/113064-decimator-preview-article-is-up/?p=1194439

http://community.fantasyflightgames.com/index.php?/topic/100360-using-lanchesters-square-law-to-predict-ships-jousting-values-and-fair-point-values-work-in-progress/

Edit: your Bounty Hunter has Recon Specialist (more focus for defense), and Kenkirk has the free evade, plus rerolling that one die, so you should be at least as durable as 6 TIEs. The problem is your damage output will be very low.

Ahhh I see now. Thanks! I thought you were speaking imperatively, not making a statement. My confusion!

I would be intrigued to know what difference the Countermeasures can make, but of course that's completely dependent upon what list I'm facing.

I agree that damage is quite low, and I'm trying to apply consistent damage with the Specialist on the Firespray and the Gunner/Lone Wolf combo with Kenkirk. I would have an okay time trying to focus down a VIP with ≤2 Agility, but 3+ Agi seems problematic. I feel I would be able to perform strongly against a 2 or 3 ship list, maybe even 4, but I see where 4 and more ships would have an offensive advantage the likes to which I would have a hard time catching up.