No Good Choice...

By That One Guy, in X-Wing

Rear Admiral Chiraneau + Determination + Proximity Mines + Mercenary Copilot + Weapons Engineer + Dauntless + Tactical Jammer

Whisper + Weapons Engineer + FCS + Veteran Instincts + ACD

I imagine the conventional wisdom with the Decimator will be to try to focus it down, but that can become a problem with Whisper floating about in the darkness...

Really though I just wanted to try my hand at a 2 ship build.

My take on Decimator + Phantom list:

Commander Kenkirk (44)
Determination (1)
Ysanne Isard (4)
Gunner (5)
Tactical Jammer (1)
"Whisper" (32)
Veteran Instincts (1)
Fire-Control System (2)
Gunner (5)
Advanced Cloaking Device (4)
Total: 99
I like gunner on both ships in a 2 ship build you really dont want to lose a round of shooting with only 2 ships.
Cap Kirk feels better allround, even more so when paired with Ysanne Isard and determination, that ship will be much harder to take down.
Tactical Jammer is mainly a filler but could be really nice to hide behind if you come up against PS9+ builds.

Are you kidding, kill the easy to predict easy to hurt decimator or chase after sensor ghosts. I think the decimator will be the first target.

You only have seven attack dice in this list. Sure it is a three+gunner and a 4 dice phantom, but overall it does lack fire power.

Neither weapons engineers are needed.

Change for Rebel Captive or Gunner on Whisper.

Determination is great. I prefer Kenkirk though, because his ability is more relevant for staying alive. Chiraneau's ability just seems not that useful.

Here's my take:

Commander Kenkirk (44)
Lone Wolf (2)
Gunner (5)
Rebel Captive (3)
Ysanne Isard (4)
"Whisper" (32)
Veteran Instincts (1)
Fire-Control System (2)
Mara Jade (3)
Advanced Cloaking Device (4)
Total: 100
A few options can be changed, but I recommend Rebel Captive on the VT to deter some attacks. Dauntless is an option, but I think FCS on Whisper will be more helpful. You're likely to get more damage out of that.
Determination or Lone Wolf are good. I like Lone Wolf, but need to see how good it is in person.
Gunner and Ysanne are basically required. So is ACD. VI might not be required when you have a turret ship, but unknown as of now. I'd play it safe and keep it, 5 ties + Phantom seems like a hard list to beat.

My take on Decimator + Phantom list:

Commander Kenkirk (44)
Determination (1)
Ysanne Isard (4)
Gunner (5)
Tactical Jammer (1)
"Whisper" (32)
Veteran Instincts (1)
Fire-Control System (2)
Gunner (5)
Advanced Cloaking Device (4)
Total: 99
I like gunner on both ships in a 2 ship build you really dont want to lose a round of shooting with only 2 ships.
Cap Kirk feels better allround, even more so when paired with Ysanne Isard and determination, that ship will be much harder to take down.
Tactical Jammer is mainly a filler but could be really nice to hide behind if you come up against PS9+ builds.

Yup thats pretty much my list, but no Tac Jammer.

Commander Kenkirk (44)

Lone Wolf (2)

Gunner (5)

Rebel Captive (3)

Ysanne Isard (4)


"Whisper" (32)

Veteran Instincts (1)

Fire-Control System (2)

Mara Jade (3)

Advanced Cloaking Device (4)


Total: 100



Yes, but focusing down the decimator may not be so easy. I mean, most ships have 3 attack die. At range 2-3, if all of them get perfect rolls, then that's still only 12 out of 16 damage needed. And at range 3, you may end up shirking a few of them with your bonus evade die. I don't really know. I mean personally, do I think this build is optimal? Goodness no. Might sure be fun to give it a try though. And also you risk having to face a Phantom in the endgame. No one likes that.

Edited by That One Guy

Also, I just really hate Gunner. I don't know why.

Rear Admiral Chiraneau + Determination + Proximity Mines + Mercenary Copilot + Weapons Engineer + Dauntless + Tactical Jammer

Whisper + Weapons Engineer + FCS + Veteran Instincts + ACD

I imagine the conventional wisdom with the Decimator will be to try to focus it down, but that can become a problem with Whisper floating about in the darkness...

Really though I just wanted to try my hand at a 2 ship build.

You have to co-pilot which acts at range 3, and the title which acts at hitting someone. Your Chiraneau lacks focus, do you want him at a distance or up close and at your throat?

Rear Admiral Chiraneau + Determination + Proximity Mines + Mercenary Copilot + Weapons Engineer + Dauntless + Tactical Jammer

Whisper + Weapons Engineer + FCS + Veteran Instincts + ACD

I imagine the conventional wisdom with the Decimator will be to try to focus it down, but that can become a problem with Whisper floating about in the darkness...

Really though I just wanted to try my hand at a 2 ship build.

You have to co-pilot which acts at range 3, and the title which acts at hitting someone. Your Chiraneau lacks focus, do you want him at a distance or up close and at your throat?

Neither. I want him giving you bad things at every range. That way no one can try to stay at range 3. Also Dauntless was there just to get me to 100, I want Whisper moving after as many ships as possible.

Oh and also, I want him getting actions no matter what. With only 2 ships, action economy will be important, I don't want him getting denied them. That's also why Weapons Engineer, so one TL can get me two turns worth of attack mitigation (especially the second turn, with a TL and focus and the ability to make crits happen at any range.)

Edited by That One Guy

Anyway, I don't think this to be a serious build. If I'm gonna get serious with a Decimator, it's much more likely to be Oicunn.

Its actually incredibly easy to kill a Decimator.

The worst luck is them getting some really good R2 shots on you the first engagement. If its Whisper and 5 ties, you will be down to 3 to 5 hull in one round.

Of course, hopefully in real games you'll try and avoid some of the arcs, but you still will take a beating coming into the 2nd and 3rd round, but hopefully those are under the cover of Ysanne's 1 evade and your Kenkirk agility dice. That's also why I add Lone Wolf, which works on defense and Rebel Captive to deter attacks.

Mark my words though: If they put you in your sights with a 100 pt list, youre losing at least 12 damage the first turn. you'll usually have about 4 left.

Yes, but focusing down the decimator may not be so easy. I mean, most ships have 3 attack die. At range 2-3, if all of them get perfect rolls, then that's still only 12 out of 16 damage needed. And at range 3, you may end up shirking a few of them with your bonus evade die. I don't really know. I mean personally, do I think this build is optimal? Goodness no. Might sure be fun to give it a try though. And also you risk having to face a Phantom in the endgame. No one likes that.

I'm 100% with you on this.

And another thing, anyone played against a Phantom and ignored it knows it hurts like hell. While the opponent goes for the Decimator you will be positioning the Phantom outside their arc at range 1 roll 5 attack dice and take down at least 1 ship per round (might even do a lot more then that if you get 5 hits on the Phantom and Decimator can pick another target)

And it's not only that, imperials have never really been able to do effective 2 ship builds, but with the Decimator we can and it's a new area that needs exploring.

People said shuttle was bad if it wasn’t a Doom shuttle, people said Interceptors are not valid in current meta... look at Gencon and the list that won. Think we can all agree that experimentation is a very important part of X-Wing and it should be encouraged not frowned upon.