A Phantom has Two Turns to Live against a Decimator

By Darth Ruin, in X-Wing

A Decimator with Vader + Gunner does 2 guaranteed damage each turn in a 360 arc.

A Phantom has 4 HP.

Are Decimators going to spell the end of the Phantom Menace?

Vader would cost the Decimator half his Hitpoints and the Phantom does some damage, too. I don't think that's a good strategy...

Assuming he doesn't do damage with gunner itself, you're still left with 8HP, I.E. a full HP B-Wing. It's also a good way to trigger Kenkirk's ability.

How does it do that? I'm unclear on the mechanism you are referring to.

But even if true, so what? Rexlar will eat Decimators. As much as I am looking forward to using one I think that general lack of agility will see them crippled and destroyed fairly quickly. The phantom player would just avoid the vt and pick off the supporting ship (50 or less points free doesn't give you that much choice, so a mini swarm or whatever).

Just another turreted list that the phantom needs to be carefull of.

Plus Vader will put some hurt on his own ship, the hull points are far more precious on the expensive decimator than on the cheapo shuttle.

You fire. If you miss, you trigger Vader for 1 dmg. Gunner triggers, and if the second shot misses you trigger Vader again for 1 dmg. Your Phantom is left with 2 Hull. A Direct hit crit will destroy you next turn.

I take it you haven't had much experience with flying against large ships, because it's impossible to avoid a turreted one past turn 2.

Rexler is obviously a counter, but he's hardly taken in the current Meta. Phantoms hardly leave much room for support ships either, so it will be mini-swarm on mini-swarm with an 8 HP Decimator left on one side, or shuttles.

Interceptors die even faster.

You're forgetting that Kenkirk gets an evade dice and a free evade each turn with Isard.

Vader would cost the Decimator half his Hitpoints and the Phantom does some damage, too. I don't think that's a good strategy...

Who cares if you sacrifice a Decimator, as long as the Phantom dies? The Decimator is 48 points, the Phantom is at least 35-40 depending on what you put on it. I think spending 24 points worth of ship is worth it to guarantee that you kill a 40+ point target.

How does it do that? I'm unclear on the mechanism you are referring to.

Vader is an automatic crit in exchange for two damage to yourself, gunner gives you a second attack if you don't hit. So you fire the first shot and activate Vader, if you hit the target takes at least one damage and one crit. If you don't hit you use gunner and activate Vader again, doing at least another crit. So each turn that's an automatic two damage, potentially 3 or more if your primary weapon actually does some damage in addition to Vader.

Phantoms dont even last that long in my games.

I just take a plastic wiffle bat and send it across the room ;)

Man, I'm sick of those things.

As for the decimator, I'm kind of looking forward to getting one, I don't play imperials all that much, but I kind of like that

"RAM IT" TILL IT DIES playstyle.

That's why you send the mini-swarm to chew up the Decimator's HP first. And with zero evade dice, they will rip it apart.

God help you if it's BIG O driving with Vader on board:

Step 1 ram phantom- 1 damage

Step 2 activate dauntless

Step 3 daredevil back into the phantom- 2 total damage

Step 4 phantom has to move

Step 5 weather the 5 dice barrage

Step 6 shoot phantom with 360 arc... Activate Vader for auto crit

Repeat step 6 with gunner IF needed

It's a neat trick. 4 auto damage a round to any ship in range is going to hurt. The fact that the damage is likely 5-7 is what's really scary (and theoretically possible to pull around 10 damage). Even vs. 3 sheild ships, 2 ram damage + a 3-4 dice turret shot means Vader is probably pulling a crit. You don't do it every turn like the shuttle but its 3pts well spent to finish off a phantom or lay an auto crit on a big hull ship.

That's why you send the mini-swarm to chew up the Decimator's HP first. And with zero evade dice, they will rip it apart.

So your plan is to keep the Phantom out of range while 4 TIE Fighters attempt to take on the entire enemy squadron?

Good luck with that.

Oh... And I thought we were worried about he falcon menace these days?

I would thank my opponent if he cared that much for killing my phantom, almost eliminating half your list to take out 1/3rd of mine? Sign me up, I find that more then a fair exchange. I have played games where people left my phantom and killed my other ships, to be carried by the phantom. I then did a rematch and they killed my phantom to be decimated by my other units (ha the pun). It isn't a smart idea to commit half your force to deal with only a 1/3rd of theirs.

But by no means not try it. Just remember it really isn't going to be a optimal.

Edited by Hujoe Bigs

That's why you send the mini-swarm to chew up the Decimator's HP first. And with zero evade dice, they will rip it apart.

So your plan is to keep the Phantom out of range while 4 TIE Fighters attempt to take on the entire enemy squadron?

Good luck with that.

Or the Phantom also joins in. The Decimator actually takes damage pretty quickly. Kenkirk is slightly more durable, but Kenkirk, Vader and Gunner is 52 points. 56 if you're also adding Isard.

Commander Kenkirk (44)

Ruthlessness (3)

Ysanne Isard (4)

Darth Vader (3)

Moff Jerjerrod (2)

Proximity Mines (3)


"Backstabber" (16)


Academy Pilot (12)


Academy Pilot (12)


Total: 99




Phantom vs Decimator? You're gonna die. You're gonna die a lot.

This one however.. is gonna be my list when I get a VT:

Backstabber is my go-to for damage potential. Let the 3 ties run some interference with the rest of the list

Five ways to skin a Phantom:

Gunner Guaranteed Damage

Ramming

Ruthlessness hit another ship

Fly in front of it and drop a prox mine right under it.

Shoot me? have a nice stress. See you later. No ACD.

Captain Oicunn (42)
Ruthlessness (3)
Ysanne Isard (4)
Rebel Captive (3)
Gunner (5)
Proximity Mines (3)
"Backstabber" (16)
Academy Pilot (12)
Academy Pilot (12)
Total: 100

View in Yet Another Squad Builder

Rebel captive and Ysanne keep the Decimator alive slightly longer.

However ace you think you are at avoiding fast large ships with Engine Upgrade, Crushimator is the end of Phantom/Interceptor/Shuttle lists.

I'm not sold on Ruthlessness, it could backfire spectacularly. Good ol' Predator/Gunner is good enough.

God help you if it's BIG O driving with Vader on board:

Well if it's Big O there must be some way to negotiate with roger...

Not an issue, don't do mirror matches. LOL.

I'm not sold on Ruthlessness, it could backfire spectacularly. Good ol' Predator/Gunner is good enough.

Thats good too.

But Ruthlessness is guaranteed and you're allowed to not fire.

I might try Predator instead though. Might be critical for helping hit the interceptors and phantoms. also perfect for chewing up ties

Flechette Torpedoes. FLECHETTE TORPEDOES FOR EVERYWUN

Edited by FTS Gecko

God help you if it's BIG O driving with Vader on board:

Step 1 ram phantom- 1 damage

Step 2 activate dauntless

Step 3 daredevil back into the phantom- 2 total damage

Step 4 phantom has to move

Step 5 weather the 5 dice barrage

Step 6 shoot phantom with 360 arc... Activate Vader for auto crit

Repeat step 6 with gunner IF needed

It's a neat trick. 4 auto damage a round to any ship in range is going to hurt. The fact that the damage is likely 5-7 is what's really scary (and theoretically possible to pull around 10 damage). Even vs. 3 sheild ships, 2 ram damage + a 3-4 dice turret shot means Vader is probably pulling a crit. You don't do it every turn like the shuttle but its 3pts well spent to finish off a phantom or lay an auto crit on a big hull ship.

Edited by Engine25

Yeah. I really dont like the daredevil trick. it costs 9 points and 2 stresses. Besides, the phantom already has enough problems trying to avoid being rammed as if it was an epic game.

hoenstly, the vt seems like an epic ship. the 0agility has me worried though

Yeah. I really dont like the daredevil trick. it costs 9 points and 2 stresses. Besides, the phantom already has enough problems trying to avoid being rammed as if it was an epic game.

hoenstly, the vt seems like an epic ship. the 0agility has me worried though

I thought getting two stress didn't change anything compared to getting one, am I missing something?

Yeah. I really dont like the daredevil trick. it costs 9 points and 2 stresses. Besides, the phantom already has enough problems trying to avoid being rammed as if it was an epic game.

hoenstly, the vt seems like an epic ship. the 0agility has me worried though

I thought getting two stress didn't change anything compared to getting one, am I missing something?

Yes. first you only remove 1 per green move. so that means your next move will assuredly be green and also have no action. (thats a big loss).

two stress guarantees a lost action also.