60 pts Decimater list -- need review

By EmpireErik, in X-Wing

I am playing a store "tournament", unofficial, w/ teams, each person runs a 60 pt list... My idea is as follows:

Decimator Capt. Ocam

+ VI <-- give it a PS 6

+ tactician x2

+ Gunner

+ Dauntless title <- hit an obstacle get an action

+ anti-pursuit lasers

my goal is to get into the thick. If I bump a ship it/they take damage. If they bump into me, they might take damage.

At range two I can dish out two stress per attack, and if I do not hit, gunner takes over and I reroll and give two more stress, for a max of 4. This should be enough to shut down the phantom or cause it some grief...

I have no idea what a teammate will pick and assume its random.

I do not see this as a bad 60 pt list and its heavy enough to take a lot of damage and dish out a lot of hate.

Ideas? Comments?

I am also looking at Decimator Capt. Oicunn

+Expose

+Mara Jade

+ Tactician

+Weapons Eng

+Dauntless

+ EU

seems a better hitting platform for ranges 1-2.

comments?

tactician only works on things in front of you. that will be maybe 2 or 3 of your shots total in an average 100pt game. maybe better in a big game. also only R2.

Oicunn 42

PTL 3

Isard 4

Engine Upgrade 4

Gunner 5

Mara Jade 3

Come fight me breh.

Captain Oicunn (42)
Daredevil (3)

Moff Jerjerrod (2)

Mara Jade (3)

Ysanne Isard (4)

Dauntless (2)

Engine Upgrade (4)

Touch them 2 times and spread stress tokens.

Captain Oicunn (42)

Daredevil (3)

Moff Jerjerrod (2)

Mara Jade (3)

Ysanne Isard (4)

Dauntless (2)

Engine Upgrade (4)

Touch them 2 times and spread stress tokens.

I really recomend saboteur over tactician for Oicunn, and Mara Jade over Moff Jerjerod for an Oicunn Build. With Oicunn you want to remain as close as possible, to focus on action denial.

Oicunn 42

Rebel Captive 3

Dauntless 2

Saboteur 2

Anti-pursuit Lasers 2

Mara Jade 3

Ruthlessness 3

57

Determination over ruthlessness, or as an EPT slot is never a bad choice. Engine upgrade is not necessary I find, except to limit damage from daredevil.

For more durability, I did this.

Commander Kenkirk 44

Determination 1

Ysanne Isard 4

Rebel Captive 3

Moff Jerjerrod 2

Shield Upgrade 4

54

I don't have hull upgrades, but for the same points I would swap shield for hull upgrades and the Moff for Mara Jade.

Edited by That Blasted Samophlange

Rear Admiral Chiraneau (60)

VT-49 Decimator (46),

Expose (4),

Rebel Captive (3),

Ysanne Isard (4),

Experimental Interface (3)



I'd leave VI off of Oicunn. What makes him so effective at ramming people is his low PS.

The hunter:

Rear Admiral Chiraneau (46)
Veteran Instincts (1)
Mara Jade (3)
Navigator (3)
Intelligence Agent (1)
Seismic Charges (2)
Engine Upgrade (4)
Edit:
Hmz, he moves at 10 so the agent might be fun but not really productive in this ship.
Let's drop him and the bomb and dump in a Rebel Captive to make an attack hurt.
The boost isn't there for every turn, but to get closer in range or get out of arc.
Edited by Dagonet

I am playing a store "tournament", unofficial, w/ teams, each person runs a 60 pt list... My idea is as follows:

Decimator Capt. Ocam

+ VI <-- give it a PS 6

+ tactician x2

+ Gunner

+ Dauntless title <- hit an obstacle get an action

+ anti-pursuit lasers

my goal is to get into the thick. If I bump a ship it/they take damage. If they bump into me, they might take damage.

At range two I can dish out two stress per attack, and if I do not hit, gunner takes over and I reroll and give two more stress, for a max of 4. This should be enough to shut down the phantom or cause it some grief...

I have no idea what a teammate will pick and assume its random.

I do not see this as a bad 60 pt list and its heavy enough to take a lot of damage and dish out a lot of hate.

Ideas? Comments?

Oh, yes, a review. I feel you're trying to do too much with this load-out, it's not focused enough for my taste.

APL works best if you get in the way of their movement and let them move onto you.

The captain and the title work if you move over them.

So far, so close range.

The tacticians work only at range 2 however and only in your primary arc which is actually rather limiting on a turreted ship.

The VI is counterproductive to getting in their way on time.

Gunner? Well, why not, it's never too bad to get another chance at hitting something.

Thanks for the help. I have not played this ship yet, and there is a lot of food for thought here.

I also scanned some prior posts.

Thanks again.

Ran this with a phantom yesterday. I'll probably give it more than one escort but I liked how it played out, cleared opponent without losing a ship.

Captain Kenkirk

++ Lone Wolf

++ Ysanne Isard

++ Mara Jade

++ Rebel Captive

++ Anti Pursuit Lasers

I got in front of dash and blocked his action parade, wailed on him with the phantom, then he was esay to clean up at range. Escorts were no issue, either, he had aB wing and an A wing. The Decimator did take some damage from HLC and a Proton Rocket, but it is quite resilient.