No problem, but it is new, so people still need to adapt - to fly with and against it.
Edited by KeffischDealing with decimators!
I've only played with one once, but it seemed to me it doesn't live long with it's 0 green dice. What's the big problem?
It's got quite a few things going for it, mainly the interaction between a 360 firing arc and Large Base + Engine upgrade
Given Chiraneau's potential PS 10, it's not an easy ship to pin down. If you do pin it down, well you still have to roll
(and he gets to roll no matter what)
Basically, it's a lesser fat falcon that compensates with some devastating pilot abilities and the ability to take a phantom wingman (i.e, overcompensating)
Edited by ficklegreendiceThey have a three dice turret and umpteen hit points, and crew options to stress you out, give it agility when it starts taking damage or gunner. I don't have trouble keeping it in arc, it's just surviving long enough to take it out, especially with a blinking phantom dancing around behind you. If the imperial player is even averagely lucky s/he is killing a ship a turn.
Edited by EstarriolIt's fast, it hits hard, has a boatload of HP, and it's usually got a free evade every turn. The free evade is handed out in such a way that the ship works exceptionally well with PTL or EI, so it becomes a very competent arc-dodger as well.
The Decimator can take huge amounts of punishment whilst being a very competent arc dodger. The Admiral's ability to move a focus to a crit makes using EU every turn a lot less punishing than you might think action wise.
Isaard, Rebel Captive and a Gunner make for a devastating crew set up as the high PS pilots that will have to shoot at it invariably do not like stress.
Paired with a highly maneuverable wing mate things can get very dicey for your opponent very quickly.
Stressing the Decimator with more than one stress a turn will weaken it as Isaard and EU become unusable, but even then, it's damage output doesn't drop much.
Lot's of people say the Decimator is vulnerable to crits, but there aren't that many that will cripple it even if you get multiple crits on it. Taking Determination greatly reduces the really bad crits as well.
The main weakness it has is concentrated fire from several ships. B-wings with tacticians being highly effective, as are 2 y-wings with Ion Turrets or 2 HWK's with Ion Turrets and Tacticians (forward arc only, but not hard to maintain) as these can walk your points heavy Decimator straight of the board.
Interestingly, Han and Dash both have problems with the Decimator as it can stress them easily and match them in firepower.
Shuttles are also surprisingly strong against Decimators in my experience. If you can field several of them (not a cheap proposition, I realize), they can really clog the Decimator's running lanes, preventing Engine Upgrade from having room and potentially blocking other actions. With 10 HP, they can easily trade shots as long as you can keep them pointed at the enemy.
I killed a non-vader decimator in two turns the other night with only two ships.
Shuttles are also surprisingly strong against Decimators in my experience. If you can field several of them (not a cheap proposition, I realize), they can really clog the Decimator's running lanes, preventing Engine Upgrade from having room and potentially blocking other actions. With 10 HP, they can easily trade shots as long as you can keep them pointed at the enemy.
That's the jist of how to counter them, tons of hp per points spent. Rebels have B-wings to fill a similar role, only less blocky but more able to keep the fatty in their sights.
Sadly, most other ships in the game just can't be an effective part of a squad while turrets continue to exist the way they do in game. Z-95s especially I've found just aren't at all effective unless taken in full swarm, since they get gunned down long before they can begin stacking significant damage. The maneuverability, evade action, and green dice on ties surprisingly help them last a lot longer, but again it takes forever to plink a fattie to death with any less than 5. Anything that isn't bulky just can't survive the dice-off that turrets turn the game into.
My hopes for the future are coming in Wave 6, which will introduce the title ion Y-wing (finally giving it enough damage output to matter) and new und improved tie advance with guaranteed hits and guaranteed bulk. Auto-thrusters are rather obvious, ofc, but I was never a big interceptor fan in the first place