So What decimator builds have you won the most with?

By Krynn007, in X-Wing

Been seeing a lot of fun and interesting decimator builds out there. I've had some luck with one so far gone 3-0 with it (4-0 if count team game)

This one has worked best for me so far, but to be fair it had yet come against a Phantom or swarm

For a Phantom I guess I'd try to box him in and get oicunn into range 1. Keep him from cloaking

As for swarms not really sure how I'd play that out. Don't see them often in my area

Oicunn

Rebel captive

Mara jade

Anti pursuit lasers.

2 scimitar

Proximity mines

Academy

In the games I play it, I try to keep the tie in front of the bombers, and bring oicunn up from behind. The small ships soak up dmg that would likely be intended for the decimator, but also softens up some targets.

My opponent usually goes for the Tie or bombers first giving oicunn a chance to get into range 1.

Once he in range 1 Mara jade is awesome. Making it easier to ram, and have other ships fly into him

Rebel captive is a deterrent, but lately doesn't seem to stop many, but still hands out that stress

In some games my opponent split their fire, some shooting at oicunn, and others at the bombers.

Last 2 games I didn't lose a single ship. (though I probably just jinxed myself)

The prox mines have been extremely useful. Some games not so much, but I've killed a lot of ships with them since the faq that I can't help but keep using them now.

I have found this to be very tanky. With 31 hp it is a lot of hp to chew through

My list has weaknesses that is for sure, so I'm thinking of ways to improve it.

I really been liking bombers instead of just a tie if I can afford the points, just for their hp. I find they don't die near as quickly a tie can.

So this are my thoughts on this type of build.

I'm interested in what other builds people have done well with their decimator

I must have about a dozen or more

Some are pretty similar, just different pilot, or different upgrade or two. Some involve phantom, or bh, or mini swarms

What kind of lists did your decimator come up against?

How many games has it won

I hope this thread may help inspire some new list ideas and maybe give those having troubles with them.

Looking forward to see what decimator lists people are using and dominating with

Edit

I tried a oicunn and buzzsaw whisper build once, didn't so well. Han destroyed whisper. I also had some upgrades on oicunn that didn't worked well, and forgot to use a lot of abilities

Also tried a doom shuttle and tie with Capt Kirk and lost with that.

I did get one win with another decimator build but forget what I was flying

Since wave 5 two ship builds seem to becoming more popular so I am trying to avoid that.

As for the fat dash builds, I find if you can get oicunn into range one, Mara jade really makes it hard for dash to escape, making it easier to stay in that weak spot, and keeping him stressed so you can just keep right on him

Edited by Krynn007

just came back from a store tourney with 16people. I faced two Deci squads:

### 2nd match ###

Chiri

Rebel Captive

VI

Engine

Navigator

Dark curse

Night Beast

AP

### 3rd match ###

Chiri

VI

Tactician

Engine

Echo

Decoy

FCS

Tactician

ACD

My squad:

Rexler

HLC

Lone Wolf

Chiri

VI

Rebel Captive

Engine

I lost match 2 wit his AP at one hull left.It could have gone my way...

Won 100-0 match 3.

Thoughts:

VI is very cheap for the change it brings to the game. My Chiri kills Phantoms no problem and Rebel Captive also make it an uphill batlle for them.

VT dial is excellent, If stressed bank 2 or forward 3 no problem. Engine is key for it's survaible, place asteroids in a way you can 4 forward and boost on move 2 and now your opponents formation needs to k-turn in order to engage him.

Rexler Lone Wolf was the MVP of the day as with only two ships triggered everytime. It delivered 3 hits and used the focus token to generate 3 crits once, epic. Against a 4 rebel ship he ended by himself 1 e-wing,1 x-wing and damaged Jake as with lone wolf triggering every time, PS8 and White K-turn is kind of invincible. Never underestimate Rexler as an end game nightmare.

Regarding your squad I believe Oicunn ability is fundamentally wrong on Decimators as 3 talas at R1 can cripple it...VTs need to fly loooong and boost away in order to make the most of it. Chiri is better than others with the free pseudo marksmanship. An actionless Oicunn places no fear in me as if we bump is less damage for me than a primary attack...

Edited by polmoneys

I find Ysanne extremely helpful on ANY deci builds...

Edited by Swedge

just came back from a store tourney with 16people. I faced two Deci squads:

### 2nd match ###

Chiri

Rebel Captive

VI

Engine

Navigator

Dark curse

Night Beast

AP

### 3rd match ###

Chiri

VI

Tactician

Engine

Echo

Decoy

FCS

Tactician

ACD

My squad:

Rexler

HLC

Lone Wolf

Chiri

VI

Rebel Captive

Engine

I lost match 2 wit his AP at one hull left.It could have gone my way...

Won 100-0 match 3.

Thoughts:

VI is very cheap for the change it brings to the game. My Chiri kills Phantoms no problem and Rebel Captive also make it an uphill batlle for them.

VT dial is excellent, If stressed bank 2 or forward 3 no problem. Engine is key for it's survaible, place asteroids in a way you can 4 forward and boost on move 2 and now your opponents formation needs to k-turn in order to engage him.

Rexler Lone Wolf was the MVP of the day as with only two ships triggered everytime. It delivered 3 hits and used the focus token to generate 3 crits once, epic. Against a 4 rebel ship he ended by himself 1 e-wing,1 x-wing and damaged Jake as with lone wolf triggering every time, PS8 and White K-turn is kind of invincible. Never underestimate Rexler as an end game nightmare.

Regarding your squad I believe Oicunn ability is fundamentally wrong on Decimators as 3 talas at R1 can cripple it...VTs need to fly loooong and boost away in order to make the most of it. Chiri is better than others with the free pseudo marksmanship. An actionless Oicunn places no fear in me as if we bump is less damage for me than a primary attack...

Haven't tried it yet, but it is in 2-3 ship builds.

I won't deny the rear admiral would be deadly against Phantoms, but he just gets so expensive.

For tournament scene I think chir will become the norm. High ps is very important since we have phantoms, and Falcons

As I said my list is not without weakness, but as for what you said about the talas I don't think would be as easy as you say

This is why I keep the bombers out in front

They usually soak up the dmg, and are usually in range 1 before the decimator

They soften up those targets, then the decimator can ram something. This also prevents that ram ship from shooting, and the bombers can also lay down prox mines.

Mara jade also keep them from kturn for at least a round or two as well.

Believe it or not I have killed a lot of ships with prox mines. Granted they dmg is not always consistent, but it does the trick

It's not talas that I think would ruin my list but the more maneuverable ships like fel, or Whisper. Ships that can get around the bombers and come from behind the decimator.

Ships like talas cannot get around so easily

I don't think the decimator has to do long maneuvers and boost to make the best of them

It does help arc dodge and yes it is quite useful, but I don't believe that is the only way to use them.

I managed to win against 4 bombers last night with Rhymer and jonus and 2 scimitar all with cluster missles, and didn't lose a single ship.

Tbh I thought I was going to be toast by round 2

Anyway, to get back on topic, I just like to see what other builds have done well.

Edited by Krynn007

I was just sharing my thoughts, sorry if the tone sounded harsh or something. I'm from spain so my english is not that good. By talas I ment 3 two attack die like swarms or the list that won worlds etc...

I don't think it sounded harsh.

I did say I haven't faced a swarm, so I wont deny that a tie swarm may blow this to bits.

Talas not a swarm I see very often

When you mentioned them I was thinking three or so

They usually accompany a falcon

But yes, 7 or 8 of them would likely spell doom, but swarms tend to spell doom for a lot of things lol.

Regardless of what wave we are at, swarms are still strong

Edited by Krynn007

I still haven't received my Decimator, but this is the build I plan to try first:

Rear Admiral Chiraneau + Predator + Ysanne + Gunner + Engine Upgrade

Scimitar Squadron Pilot + Proximity mine

Scimitar Squadron Pilot + Proximity mine

Free reroll and focus should allow me to boost every turn to reposition and get out of sight, gunner help against the eventual bad attack roll or lucky defense roll and predator+Chiraneau ability still affect the second attack. Bombers are there to get the early attention with the threat of their mines that now trigger as soon as you place them.

I still haven't received my Decimator, but this is the build I plan to try first:

Rear Admiral Chiraneau + Predator + Ysanne + Gunner + Engine Upgrade

Scimitar Squadron Pilot + Proximity mine

Scimitar Squadron Pilot + Proximity mine

Free reroll and focus should allow me to boost every turn to reposition and get out of sight, gunner help against the eventual bad attack roll or lucky defense roll and predator+Chiraneau ability still affect the second attack. Bombers are there to get the early attention with the threat of their mines that now trigger as soon as you place them.

I like it

Loses a tie fighter from the one I been using, but could make up for it

Rear Admiral

-Determination

-Ysanne

-Moff

-Intel Agent

-EU

-Dauntless

Whisper

-VI

-FCS

-ACD

So far 4 wins.

First vs a Dash HLC Outrider and HAN Determination Jan/Recon Spec. Was actually initially concerned with this fight because it wasn't timed like tounrey, and wasn't sure if I could kill both off before he killed mine. Basically opened up by running boosting/barrell rolling into the donut hole and denying an early HLC shot. Killed off Dash pretty quick and brought down HAN eventually. Feel like this list had a good idea but without all the perks that makes those 2 ships good, they just dropped.

Second was vs another Deci with Jax and Howl. Both our Deci's went down, Whisper ate the rest of the TIEs

Third was vs 4B's with AS. I Arc dodged and rammed to avoid as many shots as possible. Eventually lost the deci but not before 2 B's were down and 1 at half health. Whipser cleaned up easy.

Fourth was vs a kinda complex list with Wes w/VI Wedge w/Opportunist/R2astro/and Jan Ors w/VI Ion Turret and??? It would get Wedge up to like 6 dice and -1 agility with usually a TL/Focus at range 1. Impressive firepower. Once again the Deci was dropped but Whisper cleaned up. I went after his Jans quickly and she crumbled fast. Afterwards the X's died like X's die. Was a good match. Couldn't arc dodge with the Deci like I normally do.

I've just found the mix of Whisper and the deci to be great. They solve each others problems. Whisper will tear a swarm apart almost alone. The Deci fights Fat Hans nicely. To me its a match made in Naboo. (Terrible Ep1 pun)

Chiraneau with:

Expose.

Rebel Captive.

Ysanne Isard.

Experimental Interface.

Col Vessery with:

Veteran Instincts.

Cluster Missiles.

Chiraneau Target Locks and then uses EI to Expose or waits to trigger it off of Isard's free evade action. Ysanne also means that I can strategically bump targets to deny them shots and then still get an Expose. Target Locks help Vessery who can fire before Chiraneau.

5-0 with it so far, but the local meta will probably adapt soon. I've not flown this against swarms (mostly 2-3 ship builds as people play with the new toys) and I think they will be troublesome.

The only thing I find myself changing is what's on Vessery. It's Cluster Missiles now, but it was Engine Upgrade, which i didn't feel I was getting much use out of. Tempted to give him protons instead and then either a Munitions Failsafe or go for initiative at 99 pts.

I have just started and went all in just in time for wave 5. I have played a few times with various Decimators and have yet to lose. Right now I am playing Decimator and Phantom build

Rear Admiral

-Marksmanship

-Merc Copilot

-Gunner

-Engine

Echo

-Sensor Jammer

-VI

-ACD

It has worked well and I have won 4 in a row. I played the double decimator a few times and people started to get in line to show me how weak my build was. I will admit I have thrown some good dice and haven't lost with it. I built the Dec/Phantom list to change it up and it was amazing. I have beaten swarms and Han builds with it. Most people pick the Decimator to go after and even though it has gone down a few games when you let Echo roam at will it is trouble.

After playing it for a few days I think I am going to change to a Kinkirk build with Echo. If I can stay alive for just one or two more turns with the decimator it will be harder to beat. I am also thinking about an Oicun build as well because when every ship on the board is trying to kill the decimator ramming and handing out stress with Mara Jade may be a good plan. Expose and EI are going to be in any build I use in the future as they allow you to maximize your damage each turn.

Im pretty sure this weekend I will go down a few times as I think the newness is wearing off and there will be some builds at the store to take me down. Im looking forward to it.

I've been having alot of success with

Rear Admiral Chiraneau

-Expose

-Experimental Interface (the core)

-Grand Moff Jerjerrod

-Tactician

-Mercenary Co-pilot

Soontir Fel

-Targeting Computer

-Shield Upgrade

-Push The Limit

-Royal Guard Title

Chiraneau dumps people out the doors if he needs to and no one can get Soontir in arc to hit him if they wanted to.

just came back from a store tourney with 16people. I faced two Deci squads:

### 2nd match ###

Chiri

Rebel Captive

VI

Engine

Navigator

Dark curse

Night Beast

AP

### 3rd match ###

I lost match 2 wit his AP at one hull left.It could have gone my way....

Interesting. I chose the exact same wingmen for Commander Kenkirk. My idea was that Kenkirk is durable, and I didn't want to hand my opponent free kills on my support craft. "Night Beast" and "Dark Curse" did exactly what I wanted, and the AP excels at interference.

Kenkirk

-Ysanne Isard

-Rebel Captive

-Recon Specialist

-Predator

"Night Beast"

"Dark Curse"

Academy Pilot

Total 100

Recon Specialist is surprisingly useful. You're bound to roll an eye on defense after you've already spent a Focus token on offense. But honestly, there were plenty of rounds where I had a Focus token at the end, so I'm thinking about trying Moff Jerjerrod.

Edit: I won my store tourney, but there were only 9 people there.

Edited by Parakitor

Havent tried it out yet but it looks fun

Rear Admiral Chiraneau

expose

engine upgrade

mercenary copilot

gunner

Whisper

veteran instincts

fire control system

advanced cloaking device

I've only played three games with it, but I really love the Jade/Isard combination on Oicunn (though I imagine Isard would be even more effective on Kenkirk), paired with a Defender. The elite starfighter escorting the elite of the Empire! (Also, I call it the Emperor's Rammer ;) )

A; All of them :)

So far the VT49 has been successful in all games we have used it in regardless of composition. Certainly not impervious at all but a good start anyway.

I've now gone 7-0 with the decimator/bombers I mentioned at the start.

Very tanky build.

I wonder though, how do folks thibk it would fair in a tournament?

Haven't faced a swarm, which I never see here, nor have i faced a Phantom with it, or fel.

I thibk with rebel captive, Mara jade and that turret will give it a fighting chance.

Like to hear others have had good success with their decimator, and see some nice lists.

May give them a try.

Try it with bombers and prox mines.

Honestly I don't think on a single game I've not killed one ship with a prox mine, or severely dmg a ship

Last night it was eatin a boat rolled hit two crits, and night before finished off tarn

Edit

I did switch out Apl for Dauntless the other night had a ship fly into it 3 times and did 0 dmg.

Dauntless is not something you need to do often like experimental interface or ptl, and getting.that action when you do collide increase you dmg output

Edited by Krynn007

just came back from a store tourney with 16people. I faced two Deci squads:

### 2nd match ###

Chiri

Rebel Captive

VI

Engine

Navigator

Dark curse

Night Beast

AP

### 3rd match ###

I lost match 2 wit his AP at one hull left.It could have gone my way....

Interesting. I chose the exact same wingmen for Commander Kenkirk. My idea was that Kenkirk is durable, and I didn't want to hand my opponent free kills on my support craft. "Night Beast" and "Dark Curse" did exactly what I wanted, and the AP excels at interference.

Kenkirk

-Ysanne Isard

-Rebel Captive

-Recon Specialist

-Predator

"Night Beast"

"Dark Curse"

Academy Pilot

Total 100

Recon Specialist is surprisingly useful. You're bound to roll an eye on defense after you've already spent a Focus token on offense. But honestly, there were plenty of rounds where I had a Focus token at the end, so I'm thinking about trying Moff Jerjerrod.

Edit: I won my store tourney, but there were only 9 people there.

Did Noone try to focus down the decimator first?

Thats the only thing I'm worried about in taking any decimator to a tournament.

If your opponent ignores the escorts and focus fires the decimator.50+ pts is a lot to lose and in a timed game could be what spells defeat

I think putting on Moff would be a good idea, and leaves you enough pts for determination

Looking at your build I just made some slight adjustments to it

Capt Kirk

Determination

Rebel captive

Moff

Ysanne

Hull upgrade

Dark curse

Night Beast

Academy

I know predator is nice, but i was thinking with determination if you get a lot of crits your bound to get some pilot crits and tossing them aside would be huge.

Adding that hull upgrade also makes this thing 17 hp total

How did you try to fly the decimator with your escort?

Behind them, or send your escorts to the enemy and fly around with kirk?

Edited by Krynn007

I am intrigued by that lone wolf rexlar list. Did you run up against Dash/Corran? I've been flying that with great success and think it might eat that list alive. For those of you who haven't seen it yet, a loaded Corran can solo almost any build of decimator. It's not even fair.

Would you consider Kenkirk or is ps10 boost better survivability?

Edited by TasteTheRainbow

I know predator is nice, but i was thinking with determination if you get a lot of crits your bound to get some pilot crits and tossing them aside would be huge.

Adding that hull upgrade also makes this thing 17 hp total

How did you try to fly the decimator with your escort?

Behind them, or send your escorts to the enemy and fly around with kirk?

Most of the time I flew my Decimator behind my TIEs, if it fits. Sometimes I have to break the decimator off orthogonal to the flight path of the TIEs to navigate the asteroid field. If I do that, I try to make sure my TIEs can easily chase my decimator, because I know that we'll catch the rear-end of some enemy ships as they try to pursue my big ship. I have trouble blocking with the Academy Pilot. Sometimes I zoom forward with it to block, but it falls short and gets destroyed at range 1. I'll get better with practice. I try to play coy with Commander Kenkirk, because without Engine Upgrade I can't afford to park right in front of the enemy squad at point blank range. I try to have some kind of exit strategy in mind on the approach, and the 3 Bank and 4 Straight see a lot of use.

At the small store tournament, I faced an elite 3-ship Rebel build with Biggs, Jake and Keyan Farlander. Farlander was a PAIN because Rebel Captive gave him the stress he needed every turn. Just awful. Almost lost that one. Then I faced an Admiral Chiraneau and Krassis Trelix build, which we made short work of. Finally was triple Bounty Hunter, which was super tough. That man knew how to block my Decimator, and I couldn't escape. Fortunately, he couldn't stay in front of me forever, and when I finally could move Kenkirk, he was in the Bounty Hunter blindspots and ran away as fast as he could. This forced the Bounty Hunters to tangle with my hard-to-hit TIEs, and they wore him down while Kenkirk carefully picked his way back into the fight. Managed to win that match without losing any ships, if I remember correctly (may have lost the Academy).

As to the changes you've suggested, they have merit. My biggest problem with Determination isn't that it might not trigger, although that's true. In fact, in my three matches at the local tournament I don't think I received a single Pilot crit. No, the biggest problem is that I don't have Gunner, and 50+ points of ship had best be doing some damage to pull its weight in the squad. Predator allows me to confidently take the Focus action every turn, and then if I don't need to spend it on offense, I have a focus token for defense. Also, I tried Hull Upgrade but it's a small drop in the bucket. Most times I win, my Decimator has 2-4 hull left, occasionally it's destroyed, and several times it has only lost its shields. I think the 3 points are better spent increasing offense.

By now, I have definitely dropped Recon Specialist because I tried out the Moff in a couple of follow-up games and he is so valuable! I said it before somewhere, but it feels so rewarding to jettison the Rebel Captive if I'm facing a list where it doesn't do a lot of damage. In fact, it was against a "Fat Han" list where I tried it out, and I managed to wipe out the entire squad without losing a ship. This Kenkirk Squad is TOUGH! I took out a Bandit each round of combat for the first three rounds of combat, and Kenkirk just absorbed damage like a boss. (As a side note, having the TIE pilots be a PS higher than the high-end generics like Talas and Daggers is a definite plus.) Then it was essentially my whole squad vs. Han Solo. Rebel Captive and blocking helped prevent his boosting antics, and prevented him from using the Millennium Falcon title, until I jettisoned the Captive, but by that point the battle was already won.

P.S. Speaking of Rebel Captive, I have the hardest time remembering to use it consistently. It's frustrating. So I've started putting a token by Kenkirk in the start of the combat phase, and then when I go to spend Isard's evade token I see the other token which reminds me to give the opponent a stress. It's helpful. In the future I think the token I'll use is my General Madine LEGO minifigure, and I'll slap some handcuffs on him, too. It'll be great!

EDIT: I think I'm 7-1 with my build, but I can't remember what my loss was to. Krynn007, I think your build looks fun, and I should probably give it a whirl to see how I like it. I'm excited to try those Proximity Mines!

Edited by Parakitor

I've been flying my build the same way from the sounds of it which is why i asked.

The escorts stay in front and usually the only shots my opponent has are at them, or they can't pass up the rng 1 shot.

The bombers are not easy to kill. I've come close to losing one before it dropped it prox mines once, but so luckily always managed to drop them. The new faq increased their effectiveness, but some games one may not do much dmg, and the other will.

By the opponent focusing on them, it makes it easier for oicunn to get into rng one and ram a ship. Mara jade then stress everything, and when my opponent is in formation the escorts can kturn with ease, and he can't kturn or go to far.

I think your right about the hull upgrade being a drop in the bucket and you make an excellent point about predator. Especially with kirk. If keeping the focus for defense that is definitely a good thing.

My first game using the decimator I had kirk with determination, and first two crits were pilot, so that kind of sucked me in lol.

I would think chucking the rebel captive be a tough choice, but depending on the crit, could be worth while. Especially direct hit.

Gunner would definitely help especially against high agility, but then something else has to be sacrificed.

Sounds pretty solid with what your flying, and in the same way I've been using mine.

Those bombers are great, and at 31 total hp not something that can easily be killed.

But as I said, all my opponents, be it flgs, friends house, or vassal have all gone for the escort first.

So I wonder if the escort was to be ignored completely and he just focus on the decimator, how effective would that be? But I guess even so, he's not going to kill it first round and that leaves everything else to be able to shoot

Last night I managed to do 2-3 (can't remember for sure) pts of dmg to wedge just by ramming him because with Mara jade on there wedge couldn't get by oicunn and position just right so all I had to do was a 1 straight and didn't go anywhere

Looking back at a lot of my games usually he cannot focus fire all his guns on the decimator as its in back of everything else, so this also makes him committed to continue to destroy whatever ship(s) he's been shooting at

I do like kirk though with Ysanne, and I wish I could put Ysanne in my build, but I'd have to sacrifice either the academy or another upgrade

Seems that a lot of my opponents end up jousting with the bombers which so far has not ended well.

I wonder is it because bombers up until now is something people are not use to?

In last night game the first combat round my opponent killed the academy and I did 0 dmg. I thought not a good way to start

Then bomber 1 did a kturn, other bomber did 3 left turn, dropped prox mine, hit eaten a boat for 3 dmg, and oicunn ran into his Bandit, and eaten ran into oicunn, and only two of his ships could shoot the decimator,wedge and biggs, and after that he really didn't have much of a chance

Will definitely give yours a try.

Again that why i asked how you flew it, and I think I can do well with it as well.

Give the bombers a go.

So far for me they've been great. Those prox mines are awesome

To do dmg at the cost of an action is great, tied with oicunn able to do dmg outside of the combat phase is a neat idea.

Edited by Krynn007

Assuming we use this build by polmoneys (I find it interesting):

Rexler
HLC
Lone Wolf

Chiri
VI
Rebel Captive
Engine

How would it fare against Fat Han+Z-95 (see Paul Heaver Worlds 2014) squads? How about against Super Dash squads (Dash+HLC+Outrider+stuff with Chewie+stuff or Corran+stuff)?

Just exploring the viability of the Chiraneau build.

Chiraneau with:

Expose.

Rebel Captive.

Ysanne Isard.

Experimental Interface.

Col Vessery with:

Veteran Instincts.

Cluster Missiles.

Chiraneau Target Locks and then uses EI to Expose or waits to trigger it off of Isard's free evade action. Ysanne also means that I can strategically bump targets to deny them shots and then still get an Expose. Target Locks help Vessery who can fire before Chiraneau.

5-0 with it so far, but the local meta will probably adapt soon. I've not flown this against swarms (mostly 2-3 ship builds as people play with the new toys) and I think they will be troublesome.

The only thing I find myself changing is what's on Vessery. It's Cluster Missiles now, but it was Engine Upgrade, which i didn't feel I was getting much use out of. Tempted to give him protons instead and then either a Munitions Failsafe or go for initiative at 99 pts.

I saw a scary build with Kenkirk and Vesery. The thing is that Kenkirk and Vesery are both the same skill so Vesery can always shoot before Kenkirk allowing a free target lock before modifying dice.

I couldn't believ it when my squad beat two Dash & Corran squads. The second time around it was just "Dark Curse" vs. Corran, and I thought I had lost. But my TIE pulled out some crazy agility and scored a lucky hit-crit (Direct Hit) to win the game. I think that's where I thought I had lost. My Kenkirk squad almost feels invincible, so I'm excited to see the counters people come up with.

I played my first tourney this week. It was fun. I played a Chiraneau/Echo list

RA Chiraneau

Expose

EI

Ysanne

Rebel Captive

Echo

VI

FCS

ACD

Tactician

99 points

I did well. I didnt lose until the final game against a Fat Han. I feel like I flew my Phantom well and stayed as far from the YT as I could. He took me out from range three on turn four. I one shot one of his Z-95's with the first shot I took but after he killed Echo it was all over. I extended the game almost to the time limit but lost.

In my first game Echo died on turn 3 but I managed to pull out the win because I had thined his ties out considerably before then.

I did roll poorly on defense with the Phantom no doubt, but the Han list would have gotten him anyway. Its a tough list.

Saying all that I think I will be moving to the tie defender to pair with my Deci.

Oicunn

VI

Mara Jade

Ysanne

Brath

VI

HLC

EU

What do you think about that list?

I am not giving up on the Deci/Phantom, but am going to change echo out for Whisper for the Pilot Skill.