The Darecimator: Flying a Hypermobile-Arc-Dodging Decimator...

By SpikeSpiegel, in X-Wing

LOOOOOOOOOOOOOOOOOOOOOOOOOOL:

Rear Admiral Chiraneau (46)

Gunner (5)

Daredevil (3)

Engine Upgrade (4)

(58)

Echo (30)

Rec. Spec. (3)

Veteran Instincts (1)

FCS (2)

ACD (4)

(40)

Total: 98

You can use the other two points to upgrade Echo to Whisper or add the Dauntless title, but whatever you choose, having a Decimator with the option to 1 Hard turn or Boost is extremely useful for dodging arcs or getting into range one to toast some opponents. I just think this list is hilarious and I'm probably going to take to the next tournament I participate in.

I like it, I think I would spend that 2 pts on the moff. You really need the moff or determination with all that hull but other wise I think it's an interesting and fun way to run the decimator

I have tested something very similar, except instead of using Daredevil, I used Exert Handling. Otherwise just as you described. Flies solid, and keeps you very maneuverable. I have debated testing it your way once, to see how it does.

PTL, Isard and Engine Upgrade let you boost at the start of combat.

Dauntless lets you ram, then daredevil to ram again. Useful on Oicunn of course.

Sure you get two stress... But whatever.

I actually believe you can move into a ram, title, daredevil into a ram, title, then do one more action for 3 stress.

Edited by Koshinn

Dauntless lets you ram, then daredevil to ram again. Useful on Oicunn of course.

Sure you get two stress... But whatever.

I actually believe you can move into a ram, title, daredevil into a ram, title, then do one more action for 3 stress.

Dauntless lets you ram, then daredevil to ram again. Useful on Oicunn of course.

Sure you get two stress... But whatever.

I actually believe you can move into a ram, title, daredevil into a ram, title, then do one more action for 3 stress.

Only if Yorr is around to eat stress.

Yorr isn't needed, although he's helpful in removing stress faster.

Dauntless reads: After you execute a maneuver that causes you to overlap another ship, you may perform 1 free action. Then receive 1 stress token.

You do the action. After the action, your receive a stress.

Well your action is daredevil: Execute a white (1 turn) maneuver. Then, receive 1 stress token.

Same order of operations. Except while executing the daredevil, you bump again and trigger dauntless a second time. Then you do one more action besides daredevil, then you get the second dauntless stress, then the daredevil stress, and finally the first dauntless stress.

This could have been one of the first infinite combos in x-wing, but for the rule that only allows each action once per round.

Edited by Koshinn

Would drop to Oicunn, add Dauntless and Moffy J. And probably drop both Rec Spec and FCS (5 unneccessary points) for Whisper and some initiative bid. 1 or 2 point init.

Oicunn makes full use of the ram stuff. Though, I really hate on the 2 stress double ram. Don't think its good.

That looks like a great way to run the Rear Admiral to me. Some thoughts I'm having...

- I'm considering the use of Moffey J in this squad. And pretty much you ONLY need it for the Weapon Malfunction or Injured Pilot Crits. Those crits just might be crippling enough that spending those 2 pts is worth it. The rest, like blinded pilot, have minimal effect since you have Gunner and a passive Focus ability. I'd probably run it. Great card, and useful almost every game.

- I would not switch from the Rear Admiral in this squad. More info and a built in focus make it a nice fit for a squad that will rely on arc dodging more than anything.

- I'd probably drop Recon Spec for Rebel Captive, mostly a personal preference though. As your squad stands, a good Whisper has a solid shot of pulling off the win against that squad. Higher PS, no way to stress. I might even put Rebel Captive on the Rear Admiral, to make him unkillable by a Phantom alone (meaning you can target the support much easier). As far as turrets, the Rear Admiral SHOULD have a pretty good chance of killing Han, especially with Rebel Captive preventing anything but the Green moves. Without the Captive, Han can stay at Range 3 without even needing to use Boost (and we want him to boost).

- Also, Rebel Captive can be popped for Moffey J when it isn't necessary :P

Dauntless lets you ram, then daredevil to ram again. Useful on Oicunn of course.

Sure you get two stress... But whatever.

I actually believe you can move into a ram, title, daredevil into a ram, title, then do one more action for 3 stress.

Dauntless doesn't let you ram. Captian Oicun lets you ram. Dauntless lets you use daredevil to ram again in exchange for an additional stress. ;)

Dauntless lets you ram, then daredevil to ram again. Useful on Oicunn of course.

Sure you get two stress... But whatever.

I actually believe you can move into a ram, title, daredevil into a ram, title, then do one more action for 3 stress.

Dauntless doesn't let you ram. Captian Oicun lets you ram. Dauntless lets you use daredevil to ram again in exchange for an additional stress. ;)

You don't need oicunn to ram, you just need him to do damage when you ram. But I did mention that earlier