Decimator the ultimate ship

By Greedyfly, in X-Wing

At first I tho ysanne was an auto take but in some of my games she only provided me with 2 evades before I went down and in some games I have been stressed from crits or stress causing agents and she didn't get to activate. So I found her to be a balancing act that those 4 points and crew slot could be better used for damage output or fleet control

Placed 6 out of 12 in my first tourney w the following:

Kenkirk

Ysanne

Captive

Jerjerrod

Lone wolf

3x bsp w vi

Worked well...even when all my ties were one shorted early in 2 games

a kirk build like this or with determination is a tanky type option I have been looking to run next. The problem is that is has limited damage output and limited fleet damage output at least on paper at this stage. But I will try it, I can see that I may have some major problems with the current horny dash build

I fared exceedingly well against my first opponent who ran 3 blues and a wild space fringer with Ion cannon and intel agent...20+ shields was nothing to shake a stick at...the ties go up one side and the deci starts nearby but angled so by turn 2 or 3 hes within lone wolf range..I have considered determination but have no idea what to do w the extra point...I need no PS bid...my entire list is PS 6 so they at least move and shoot together and often my opponents have wasted their PS bid points against me...if you concentrate your fire on single targets it works pretty well. use the TIEs to soften the target and the deci to finish it off, if it dies to the TIEs the deci has a shot at something else. And the captive makes them not want to shoot your deci...furthering the chance that lone wolf will kick in.

I almost ended up in third...decimated (heh) a phantom and just couldnt take his deci down fast enough...the admiral will work over another deci and the crits do alot to stop the TIEs...if 2 of em hadnt been one shotted I would have stood a better chance and maybe ended up in third...

My other game was against a pretty nasty lando/dash build...killed dash but all three of my TIEs were one shotted in turn two...had they survived...

Needless to say while my red dice treated me well that night my green dice screwed me...

I almost ended up in third...decimated (heh) a phantom and just couldnt take his deci down fast enough...the admiral will work over another deci and the crits do alot to stop the TIEs...if 2 of em hadnt been one shotted I would have stood a better chance and maybe ended up in third...

My other game was against a pretty nasty lando/dash build...killed dash but all three of my TIEs were one shotted in turn two...had they survived...

Needless to say while my red dice treated me well that night my green dice screwed me...

My only problem, and this is admitedly pedantic, is decimate means reduce by one tenth. I want my ships to have a much higher kill percentage. Couldn't it be an annihilator?

Either way, the Star Wars phone ap for noises came in handy.

I think it refers to the crew killed by Moff Jerjerrod, which probably works out to about 1/10th the total number of pilots and crew.

The ship certainly doesn't decimate the enemy, it dies too fast to even do that.

My only problem, and this is admitedly pedantic, is decimate means reduce by one tenth. I want my ships to have a much higher kill percentage. Couldn't it be an annihilator?

Either way, the Star Wars phone ap for noises came in handy.

Bwahaha,

Gotta share this here. I got to fly another Deci today, well same one Oicunn is becomming one of my favorite ships.

Anyway Wedge came at me and got hit 4times for his trouble. On the next movement phase, "Ramming Speed!" Wedge died on the movement phase.

.... "Ramming speed!"

That is AWESOME!!! I made a list I call driving in Texas that is pretty much like yours. I haven't had a chance to try it because I've been working but I'm glad ot hear it has a chance of doing some dmg.

I called mine Krasis and the Crasher. Interestingly after the initial shots on the Deci from Han, stripped three shields, my opponent stopped shooting the Deci entirely to focus on my Firespray. I got through the fight with both ships still alive, but Krasis was pretty mauled. I did save it some hits by obstructing shots with the Deci. Next time I will try expose and a gunner.

Glad somebody eventually came up with expose-HLC for the decimator anybody? Played two games myself with it recently;

Good: EXPOSE!!!, Ysanne, anti persuit lasers (you now get to give 'em damage whether you move into them or they move into you), wingman ship with "squad leader" or Jendon in a shuttle (just someone to give the deci a focus/target action in addition to his expose)

Not So Good: Gunner (4 shots rarely completely miss so gunner got little use), saboteur (thought I'd try it as I was in "ram them" frame of mind but it's too specific to be much use AND takes an action)

Many many many many many more combos left to try mind you...

I got a couple of games in with this build

Oicunn, determination, gunner, taction, rebel captive, tactical jamer

OGP, gunner,taction, FCS, engine

AP

Played a horny dash list and went 1 and 1. The second game missed judged horn position and pointed my shuttle the wrong way and lost it but I did bring dash down with oicunn:)

Then played a whisper and kenkirk list. My opponent was not well versed with either ship and his dice were crap and he got punished.

I'm happy so far with the list but want to get many more games in, wonder how well it would do against a swarm list?

Against a swarm you take ruthlessness and go in ramming speed, they stay together they are taking unavoidable damage, they split they lose the re-roll and most of their effectiveness.

In our experience the decimator is crap. It gets off maybe 2-3 shots and then goes down. That 0 agility and the huge hull/shield ratio makes it way too vulnerable to crits, so that after the first round of firing it's usually already carrying 1 or 2 crits.

Still haven't figured out how to fly it I guess.

But it's not ez-mode like the rebel turrets.:)

Edited by Spider

Yesterday I ran two shuttles and a Decimator. Who needs green dice? I have extra I don't need.

I was surprised how much punishment the decimator absorbed. I had lando shooting me at range 1 for three turns. However the captive had him so stressed he never got to focus. That mitigated a lot of damage.

As for the gunner it came up just once and turned 1 hit on the Falcon info 4. I paired mine with an hlc defender this time. Worked ok but wedge nearly killed it on his first pass.

Definately a fun ship.

I was being That Guy today. Took Te Admiral and gave him Determination (got to toss 3 crits aside since they had PILOT), Mara Jade (here's your Stress, and yours and yours...), then kicked in Vader (oh look, I got you down to 1 Hull...well that's worth a Force Choak crit).

Then I flew Carnor Jax (I'm sorry, you thought you were going to Focus those dice) with PTL and Howlrunner (Deci certainly enjoyed the free dice roll matched with Cherios eyeball-to-Crit ability).

Rebel captive really works over the other guy, fought the outrider with HLC by the time it died it had four stress and was getting one hit a turn because it couldn't modify its attacks.

I like this ship a lot. I agree that there are a lot of good options for builds. Rebel Captive is probably the only Auto Include for me thus far, as there are 6 or 7 other upgrades that can be cycled depending on what my support looks like, the intent of the list, and which of the pilots I am using (as they each do well with certain upgrades). Predator + Gunner is always good, and Experimental Interface + Expose on the Rear Admiral is also good.

I think the captive is almost an auto include. Especially with the trend to fewer opponents. It has saved me several hits as the action economy dies on the other team.

Yeah I'm starting to agree that the captive helps keep your opponents honest. Had a couple of games with my oicunn, shuttle and AP today and although the games were tight I did squeak out a win against a dash, b and y list and a chewy and fringer list. All the stress generation just shut them down and the decimator has been getting left until the game. I think I'm gonna name this list " it's pretty stressful bro " and of course you gotta say it with kiwi accent.

Fluffwise, to me, the Decimator is the utimate ship. It can fulfill so many roles:

1. Space superiority - my Decimators have easily dealth with enemy fighters

2. Interceptor - put an Engine Upgrade on it and, thanks to its large base, it's as fast as any Interceptor

3. Bomber - yep, it can drop bombs

4. Ray-shielded target destroyer - yep, it can carry proton torpedoes

5. Long-range reconnaissance - all the windows on this thing make it ideal for recon

6. Search-and-rescue - the windows again, they would be perfect when looking for survivors

7. Transport - lots of cargo space

8. Troop carrier - this thing seems especially able to tackle hot landing zones

9. Patrol - again, lots of windows and room for an expanded sensor suite

10. Customs inspection - perfect for chasing down a freighter, threatening it to power down, then boarding

Two jobs this ship can't do:

1. Anti-capitol ship actions - no ability to avoid the big guns

2. Electronic warfare - in Epic games, I like to use Captain Kagi's Lambda with an Engine Upgrade to flank and get behind the enemy so they cannot lock Assault Missiles on my TIE swarms. Decimator can't do that

I'd gladly play a Decimator in any game except epic. It's just such a versitile ship - not just a jack-of-all-trades but a master-of-almost-all-trades. Also, it's similarity to the Scimitar Sith Infiltrator shows its pedigree so it really seems to seemlessly fit in the Star Wars Universe.

Fluffwise, it's becoming my ship-of-choice. I can just see a pair of them being sent out on long-range recon, inspecting any suspicious freighters on the way, searching out a hidden rebel base, gaining superiority over enemy fighters, using proton torpedoes to take out the enemy base's shield generator, bombing the crap out of the base, landing troops to inspect the remains of the base, and then transporting prisoners back home. It's a ship that can operate independently in a variety of roles.