Decimator Builds - show me what you got!

By Marten, in X-Wing

Will hopefully get to use my Decimator/YT-2400.

I have a build for the YT-2400, but looking for some ideas for the Decimator.

This start seems pretty nice:

Commander Kenkirk — VT-49 Decimator 44

Push the Limit 3
Ysanne Isard 4
Engine Upgrade 4
You can PtL after you do the free evade which means you get to see where everybody is before you Boost.

Looks good, My build is probably one most people would come up with and is Very Aggressive.

Captain Oicunn (42)

Intimidation (2)

Mara Jade (3)

Rebel Captive (3)

Gunner (5)

Dauntless (2)

Anti-Pursuit Lasers (2)

Points: 59

If you want, you can substitute APL for TJ for one less point but ultimately it's up to you. Hope this helped.

I enjoy flying this Kenkirk build

Commander Kenkirk

- Gunner

- Ysanne Isard

I have used that paired with

Captain Oicunn

- Expose

I was playing a friend to help him prep for an escalation tournament. at the 60 point level he had chewie/3po/predator and a bandit. I decided to run

Kenkirk

Mara Jade

Ysanne

Rebel captive

Predator

Hull Upgrade

for a total of 60 points.

The match was very close and I just barely lost, however I did forget a crucial activation of Mara Jade that probably would have easily tipped the battle in my favor, but such is life.

Edited by BroodyGambit

Thanks for the feedback.

unfortunately I only own one Decimator, gonna try it a few times before I commit to another one.

Is there any "consensus" on Ysanne?
Any math?

My thoughts are that Ysanne wins you the games that are close in the end where your opponent needs to put another 2-3 damage on you.

I will try and play the Decimator as much as possible to try out different Crew and see if I can draw any conclusions, I really want the Decimator to work :P.

I won a Decimator last weekend at a tourney and got to try it out this week. Ran:

The dreaded Rear Admiral Chiraneau with Ysanne, Expose, and Experimental Interface. He was pretty burly, dealing 4 dice with 1+ crit almost every turn. He ran with some TIEs that ran interference and buffed him (Blacks with DTF, Wingman), and he was never in serious jeopardy in either game. I am liking the Rear Admiral thus far.

I have been using Kenkirk with Ysane Isard, Moff Jerjerrod, Intel Agent, with determination and a hull upgrade. I think its like 52 or 54 points. It is very tanky and pretty immune to the worse crits. I try to keep it at range 3 for the extra evade. It usually hangs around the entire game.

I am thinking Predator+Ysanne+gunner will be fairly standard for any Decimator I run, The biggest choice is Commander or Rear Admiral. More Defense and cheaper is nice, but having a minifocus+miniTL means not caring as much about getting blocked/asteroids as well as having a higher PS

Edit: I am on the fence with Vader and Kenkirk+Ysanne having the ability to speed up how fast your defense comes into play could be nice (having Vader alone will mean it gets shot at more, and if it is shot at less well you have Vader) as well as a bit extra offensive power either through keeping your support alive longer or using Vader to pass the crits

Edited by Gundog8324

As I have been discussing in another thread, this is a fairly typical build I have been playing with it.

Rear Admiral with

Isaard

Experimental Interface

Expose

Weapons Engineer

Mara Jade

It is absolutely brutal. With a large base there us almost always a target at range 1 so it gets 5 dice, TLed and mini-focused every turn. It is very rare for me to not get at least 4 hits with each attack in this configuration. For escorts, sometimes I pair him with echo and sometimes 3 academy TIEs. The 3 fighters are probably more effective.

A few comments on other options with the ship.

I first tried Kenkirk instead of the Admiral, what I found was that the defensive buff wasn't really needed and it sacrificed too much offense.

I also tried predator instead of expose for a while. That was kinda funny because I repeatedly found myself with actions I didn't know what to do with. I want to try a build sometime with the Admiral, predator and engine upgrade. Mini focus and mini TL with every attack and use my action to boost.

Isaard is, in my opinion, a must include fore the ship. The ship is beefy enough to hang around several turns and that guaranteed 1evade every turn generally seems to prevent 5-6 points of damage throughout the course of the game.

I for one want to try out the Stressimator - 2x tacticians with gunner.

Muwahahaha! I'm sure there's a way it can be made more obnoxious...

Not flawless obviously, but i can't wait to do it.

I should also mention that my build above is largely immune to blocking. In fact, a really WANT as many enemy ships as possible to be touching me and not able to shoot. The decimators biggest problem is massed fire killing it before it can thin the herd, if several enemy ships can't target it because of overlaps it survives much longer. Combine that with the fact that a ship touching the decimator will get stressed by Mara, so it won't be able to K turn next turn either and you can keep half a swarm out of the fight for a couple turns if you are lucky.

As I have been discussing in another thread, this is a fairly typical build I have been playing with it.

Rear Admiral with

Isaard

Experimental Interface

Expose

Weapons Engineer

Mara Jade

It is absolutely brutal. With a large base there us almost always a target at range 1 so it gets 5 dice, TLed and mini-focused every turn. It is very rare for me to not get at least 4 hits with each attack in this configuration. For escorts, sometimes I pair him with echo and sometimes 3 academy TIEs. The 3 fighters are probably more effective.

A few comments on other options with the ship.

I first tried Kenkirk instead of the Admiral, what I found was that the defensive buff wasn't really needed and it sacrificed too much offense.

I also tried predator instead of expose for a while. That was kinda funny because I repeatedly found myself with actions I didn't know what to do with. I want to try a build sometime with the Admiral, predator and engine upgrade. Mini focus and mini TL with every attack and use my action to boost.

Isaard is, in my opinion, a must include fore the ship. The ship is beefy enough to hang around several turns and that guaranteed 1evade every turn generally seems to prevent 5-6 points of damage throughout the course of the game.

That build is, well, awesome and expensive :P.

I see one problem, how do you avoid being killed fast by not having any way of repositioning?

That is, it seems it's easy to point all your ships against it?

That's why it is more effective with the TIEs as escorts instead of a single phantom. 3 academy pilots blocking can really shut down an opponents offensive punch, either by denying actions or forcing ships to be out of position so not all of them can draw line of fire. And like I said above, if I can get one or more enemy ships touching the decimator they can't shoot it. They also get stressed and so can't k turn next turn and will have to turn around the hard way to get me back in arc. A 6 tie swarm gets 1 round of range 2-3 focused fire, then we are running into each other and half of them can't shoot.

I played a 150 point game last night. Used this decimator build, echo and 4 academy ties. My opponent had 5 academy pilots, 2 bombers with protons, and 2 advanceds with clusters. You'd think that 9 ships would be able to obliterate a decimator, but I ended the game having only lost 2 TIEs and 6 damage cards on the decimator because after the first pass his ships all ended up so far out of position.

Edited by Forgottenlore

Looks so fun. Does anyone know the release date of the Decimator in the United States?

Looks so fun. Does anyone know the release date of the Decimator in the United States?

Should be basically any time now.

Probably

Hopefully

Please?

Pretty please with a cherry on top?

wimper ;(

When I finally get one I will play this setup exclusively for a month or so:

Big O: dauntless+ daredevil+ Eu + Vader (Vader and EU optional)

Step 1: maneuver and overlap one or more ships. 1+ dmg

Step 2: activate dauntless. 2nd maneuver via daredevil= 2+ DMG

Step 3: opponent moves

Step 4: shoot with 4 dice turret. Probably get 1 DMG through.

Step 5: activate Vader. Should be at 4-8 DMG.

Alt step 6: if you miss, activate gunner. Should be at 4-10 DMG this round.

You can, theoretically, kill 2 entire ships in a single round. And you have 16hp.

I they land in front of you, you can kill a phantom without rolling a die. There are going to be Isard, EI, and other crew or EPT interactions to explore as well.

Edited by Rakky Wistol

Im considering this as my 100pt build

Oicunn - Ruthlessness, Rebel Captive, Mara Jade, Ysanne, Ion Torpedo

Echo - Recon Specialist, Vi, FCS, Advanced Cloak.

About as Lethal as Echo can get with potentially a Target Lock and 2 Focus Tokens a turn, and an Oicunn you cant afford to ignore. Spread out to avoid the Ion Torpedos and Ruthlessness and Echo can pick them off, stay huddled and Oicunn gets to pile in.

Edited by Sonikgav

Looks so fun. Does anyone know the release date of the Decimator in the United States?

It was originally supposed to be at least a month ago but there was a delay and now the "expected" date is sometime before the end of the year, (and somehow Wave 6 is expected by the end of the year too....)

Captain Oicunn 42

Ysanne 4

weapon engineer 3

intimidation 2

dauntless 2

anti pursuit lasers 1

55

Col Vessery with Predator and HLC

I play in a 200 pt 2 vs 2. Each player get 100pts.

Oicunn just love crashing into higher PS pilots who haven't moved yet and damaging them for one. And still gets an action with Dauntless while reducing the agility by one of those he crashes into. ANd had antipursuit for when I try to get in their way. Weaopn engineer is to help support Vessery. Ysanne is a must because that evade token helps alot because every hit will hit.

Decimators are prone to get many crits though. It sucked when I received one where I lost one attack dice and had to roll a hit to get it back. Oicunn was toothless with an ineffective unmodified 2 attacks.

Edited by Clayjar

Looks so fun. Does anyone know the release date of the Decimator in the United States?

It was originally supposed to be at least a month ago but there was a delay and now the "expected" date is sometime before the end of the year, (and somehow Wave 6 is expected by the end of the year too....)

Whilst Wave 5 is "on the boat", what FFG haven't told us is that it's on the boat which is waiting for Wave 6 to be loaded >.<

Captain Oicunn 42

Ysanne 4

weapon engineer 3

intimidation 2

dauntless 2

anti pursuit lasers 1

55

Col Vessery with Predator and HLC

I play in a 200 pt 2 vs 2. Each player get 100pts.

Oicunn just love crashing into higher PS pilots who haven't moved yet and damaging them for one. And still gets an action with Dauntless while reducing the agility by one of those he crashes into. ANd had antipursuit for when I try to get in their way. Weaopn engineer is to help support Vessery. Ysanne is a must because that evade token helps alot because every hit will hit.

Decimators are prone to get many crits though. It sucked when I received one where I lost one attack dice and had to roll a hit to get it back. Oicunn was toothless with an ineffective unmodified 2 attacks.

Predator is not the EPT for Vessery, he gets free T-Locks as it is. Use something like Outmanuever instead, combos well with Intimidation as well

It also seems to me that Mara should be an auto include on an Oicunn build. Your already trying to run into enemy ships (and, with APL, get them to run into you), why not stress them all in addition to causing the damage.

Oicunn, with a number of upgrades, can be a great formation breaker. It just doesnt pay to be anywhere near the guy.

Rear Admiral Chiraneau.

Merc Co-pilot.

Tactician

Gunner

Shield Upgrade.

The Idea is that at range 3 you get more crits, range 2 you get stressed, and range 1 you get 4 dice. So it makes the decimator a threat no mater what range you are in.

Rear Admiral Chiraneau.

Merc Co-pilot.

Tactician

Gunner

Shield Upgrade.

The Idea is that at range 3 you get more crits, range 2 you get stressed, and range 1 you get 4 dice. So it makes the decimator a threat no mater what range you are in.

Although the benefit at range 2 will only apply whilst you have your target in arc.