Does anyone use Decoy and Wingman?

By BCooper85, in X-Wing

I use Decoy instead of Swarm Tactics on Howlrunner and Jonus nowadays, as there is no need for either Howl nor Jonus to fire at their PS, and is in fact better if they fired at a low PS, so that you are forced to spend the focus token on defense first, thus keeping them alive for much longer. Also, the range 2 means that after you are forced to split away from Howl/Jonus, Decoy still works well enough for them to remain as effective support ships.

I haven't used decoy yet, but like wingman in this list.

Soontir Fel w/ ptl

2x royal guard pilots w/ vi

Saber Squadron pilot w/ wingman

The Saber Squadron pilot can keep up with Soontir, and when Soontir pushes the limit in the activation phase he has his stress removed at the start of the attack phase. Yes, interceptors have a lot of green, but there are also a lot of ways to put extra stress on Soontir. Wingman makes it harder to double stress him.

Don't get me wrong, I would have never used Decoy if I didn't want to have fun with a PS11 phantom,

Are you suggesting Vader + VI + Decoy? Because he's only got one slot...

EDIT: Oh, Decoy on Echo and VI on Vader. Derp.

Edited by Lagomorphia

A Wingman for Wedge would be great. Stick R3-A2 on Wedge. That's the astromech that after you attack someone, you can give them a stress and you gain one. With a Wingman, he just gives a stress. That's pretty handy in general, but lethal for Phantoms.

As for why use Push the Limit on Wedge when you can use Predator? I'm not sure how you roll, but I'd rather get TL and Focus instead of just re-rolling one die. Sure, it is more points and all, but it is better.

I think you can really use a Wingman for Biggs. How about Elusiveness and a Wingman? That means he gains a stress to make someone re-roll a die, but can't do it if he is stressed. So, he can basically make every attack re-roll one die all the time.

You want to keep Biggs alive longer? Biggs with Wingman and Push the Limit. He gets two actions. How about:

-R2-F2 to boost Agility and then a Focus each round?

-R5-D8 to roll to remove a damage card every turn, but not give up your Focus?

A question on Wingman. Is it mandatory that you remove a stress from a friendly ship or is it optional. Example: I have Farlander with a stress and plan on using his stress to convert any focuses, I have Wingman on a ship 1 hex away. When combat comes up Farlander is the only friendly ship at range 1, do I have to remove his stress?

The only ship I ran with Decoy is Jan Ors. She's rarely in range 1 of her allies since her natural ability works at range 3, and equiped with a Ion Turret, she don't have to shoot early since she's not a big hitter. Her PS8 is great to pass to a ship that will bring more pain early on or just shoot before getting shot. Exemple: a Blue Squadron Pilot with a HLC and Jan attack boost.

You are spot on for HWK players. I played Jans+Decoy at a local event to good effect. Here was my list:

Jans + Ion + Decoy

Rookie

Rookie

Blue Squadron + Adv. Sensors

Points: 99

While I don't have the strongest local meta, this list went 3-0 and only lost a single ship (B-Wing in game 2). Jans with Decoy acted as a mini Roarak in addition to her great ability. This allowed me flexibility with my PS2 ships to block or set up for arcs then react after enemy moves by giving PS8 & extra die to ship best set up for a shot. The phantom I encountered didn't have Vet Instincts so I outbid for initiative and eliminiated it easily. I took tons of range 1 shots with Jans' boost to cripple many opponents.

I do see the limitations of decoy but it definitely can be used to good effect. Depending on Scum HWKs abilities, there may be good combos in the future too.

Wingman may become quite useful as Wave 5 adds many more stress causing mechanics. There seems to be a lot of stress out there which will give this EPT a boost. Range 1 only is somewhat limiting.

Edited by Rhoaran

Decoy is good for helping Opportunists or Rexler trigger their abilities.

Decoy can help get more out of Stele's ability as well. Still not really worth it, but it does drag him up a bit.

A Wingman for Wedge would be great. Stick R3-A2 on Wedge. That's the astromech that after you attack someone, you can give them a stress and you gain one. With a Wingman, he just gives a stress. That's pretty handy in general, but lethal for Phantoms.

As for why use Push the Limit on Wedge when you can use Predator? I'm not sure how you roll, but I'd rather get TL and Focus instead of just re-rolling one die. Sure, it is more points and all, but it is better.

I think you can really use a Wingman for Biggs. How about Elusiveness and a Wingman? That means he gains a stress to make someone re-roll a die, but can't do it if he is stressed. So, he can basically make every attack re-roll one die all the time.

You want to keep Biggs alive longer? Biggs with Wingman and Push the Limit. He gets two actions. How about:

-R2-F2 to boost Agility and then a Focus each round?

-R5-D8 to roll to remove a damage card every turn, but not give up your Focus?

I think you got a couple of things wrong. First, Wingman will only clear the stress at the beginning of the combat phase. So if Wedge takes a stress during his attack, he will keep it until he activates, and will probably clear it himself with a green maneuver.

Second, Biggs has no EPT.

Good discussion of Vader/echo VI/Decoy on "Developing List: Echoes of Vader's Past". I think it's borderline good if the Advanced gets any love AND a point drop. It was REALLY fun if nothing else.

Decoy also works well with an offensive ace who can take opportunist...not a thing yet but is, again, fun.

Wingman is an excellent use of 2pts if your list is a stressor. Shuttles love to double/triple stall and it helps with the turn around! Interceptors like it too so pair a BSP + wingman with RGP's and your shuttle of choice and go to town.

I've had Wingman work out well on a Black Squadron flying next to Howlrunner when she's turtling with PtL to stay alive. I'm not sure if I'll be able to tweak this particular variant of a swarm or mini-swarm to be competitive, but it's been pretty clutch a few times now.

I think you got a couple of things wrong. First, Wingman will only clear the stress at the beginning of the combat phase. So if Wedge takes a stress during his attack, he will keep it until he activates, and will probably clear it himself with a green maneuver.

Second, Biggs has no EPT.

1) Crap...

2) Oh, dang, that's a torpedo icon.

...doh!

Wingman could be really good on a group of B-Wings with advanced sensors. Use your action, then use a red maneuver. At the start of the combat phase, lose the stress so you can AS next turn and use another red maneuver. Take this squad:

Ten Numb + AS + Wingman (36)

Keyan Farlander + AS + Wingman (34)

Nera Dantels + AS + VI (30)

That is 8/7/7 for Pilot Skill. You can take an action, then a red maneuver (like Barrel Roll then K-Turn) with each ship, then at the start of the combat phase, Keyan removes Numb's stress, Numb removes Nera's stress, and then later Keyan removes his own stress with his ability. Next turn, action then K-Turn again. With Wingman arranged this way, the whole maneuver dial essentially becomes white.

Decoy is not one of my favorite cards, but it can be useful on a guy like Corran or a ship with high PS and low maneuverability. I tend to prefer Swarm Tactics, but Decoy can be helpful if your ship is slow and doesn't turn well. With Corran, if you shot twice the round before, there is no reason not to swap his PS with someone else in the combat phase. Or, if your ship is getting flanked and you can't get a shot on anyone anyway, go ahead and give up your higher skill. Typically I don't end up in situations where I want to shoot last, so it is very limited in my opinion. But there are some situations where it can be useful.

I don't know what the heck happened to my formatting in my post there. I actually do use the enter key when typing.