The Big the Bad and the Tie. Decimator Tournament Stuff

By Heterozygous, in X-Wing Squad Lists

Hey all, I'm new to this forum, but have been playing x wing since wave 2-3, and I figured it was time to get in on this.

Anyway, this thread is all about the Decimator. I've been really intrigued by its strength and durability, so I tried it out in a tournament with the following list and won, but I'm not sure if its the most solid list out there. what are your thoughts about the Decimator and this list?

-Captain Oicunn 42

Mara Jade 3

Rebel Captive 3

Dauntless 2

Anti-pursuit Lasers 2

52

-Soontir Fel 27

Push the Limit 3

Stealth Device 3

33

-Black Squadron Pilot 14

Draw Their Fire 1

15

Total 100

My idea behind this list was to make it do something similar to deci/phantom lists while having a little bit more durability than a 2 ship build. So, the idea is to have Oicunn run in and stress everyone everywhere and draw attention, with a tie fighter at range 1 to draw crits and shots off of him and make him more survivable mid game. Meanwhile, Soontir fel zips around and performs similarly to a high PS phantom but can still compete with echo/whisper.

Any thoughts or critiques on this would be helpful, as store championships are only 1 month away.

Lastly, I would really love to hear your successes with the Decimator, what lists have you found to perform really well against all-comers? Deci/firespray/lambdas? deci/swarm? deci/scissors?

Cheers.

Might want to try going with an Academy and give Oicunn a Navigator.

Considering APL and Oicunn's ability, the option to adjust course might prove more useful than DTF on a 3HP ship.

Welcome to the forums!

I've not gotten my Decimator yet. When I ordered it, I also pre-ordered some Scum stuff to get free shipping....but they won't ship any of it until S&V is released! So, I can't help you there.

Without any experience with it, I like the Black with Draw Their Fire. It can just save the Decimator criticals if people ignore it.

I'd consider dropping the APL and upgrading the TIE to a Backstabber or Mauler Mithel.

Might want to try going with an Academy and give Oicunn a Navigator.

Considering APL and Oicunn's ability, the option to adjust course might prove more useful than DTF on a 3HP ship.

It'd be even more effective if somehow could fit in an intelligence agent.

yea, I thought about backstabber, as he is my favorite TIE fighter at the moment, and I'm sure it would draw some attention away from Oicunn, but, I've been a big fan of same pilot skill lists (Oicunn/Black Squadron=4) since I worked with bounty hunter/obsidians swarms. The ability to choose who goes first in a particular PS range has allowed me a lot of fun maneuvers in the past, and I'm also hesitant to put a an academy pilot, as i think it will be largely ignored, as well as not giving Oicunn any support other than 2 extra shots. however, I did notice that APL only activated about 2-3 times each game... what do you all think about putting a targeting computer on Fel instead of APL? any other cool tricks for 2 points?

I'm also curious on how Navigator is supposed to work effectively on Oicunn. It seems like that belongs on High PS pilots, to maneuver out of the way of blockers and still shoot them, but Oicunn's job is to ram things really hard, and at PS 4 he's moving before most named pilots, So i don't know when I would effectively use navigator... maybe on a Chirinau w/EU?

Intimidation on Oicunn might be a suitable replacement for APL. It would also make Fel and the BSP a pseudo-outmaneuver.

To get Navigator to work effectively requires some guesswork on your part. It usually works best in combination with Intel Agent and/or Stay on Target, but it can also work without albeit less effective outside of combination with them.

Say your jousting with against a mutli-PS close formation (R1 of eachother). Depending where the lower PS pilot moves within the formation, you can predict where the higher PS pilots with the formation might possibly land.

The higher PS Pilot is usually in a more defensive position at the back of the formation. The use of Navigator would be to adjust Oicunn's Maneuver to overshoot the lower PS ships at the front of the formation and park him in the path of the higher PS pilot thus breaking your opponent's Formation and proc'ing APL.

It's a 'feel' thing when using Navigator without SoT or IA; it requires a higher game-sense and some thinking outside the box because you will need a feel on how your opponent will fly their formation and some understanding of the formation to use it against them.

Navigator will also help you trigger the APL more effectively and don't be shy about parking Oicunn in front of your main threat. Unless it's Arvel, he can't shoot the biggest target if he's touching it.

Some slight alterations. This is a bit more geared towards using Oicunn as a blocker and punishing people for getting too close. As the main threat should be unable to attack Oicunn due to collision the Rebel Captive is gone. To protect Oicunn further and to make a little room, I've dropped Fel to Jax.

Don't forget that if you use the Dauntless action when executing a green maneuver, the maneuver immediately clears the stress, freeing up a second action.

Carnor Jax (26)

Push the Limit (3)

Stealth Device (3)

Black Squadron Pilot (14)

Draw Their Fire (1)

Captain Oicunn (42)

Mara Jade (3)

Navigator (3)

Anti-Pursuit Lasers (2)

Dauntless (2)

Total: 99

View in Yet Another Squad Builder

Edited by Dagonet

Intimidation would be fun to try, I'll include that in my next game. Emperor knows Oicunn spends a lot of time in close quarters, so i could see that being really useful against 3 evade ships. Carnor Jax and Oicunn w/Intimidation could make for some really fun hi-jinks.

I had noticed that rebel captive could be a little redundant, however, since this ship can't turn around for a second ramming attack very easily, rebel captive is there to punish the PTL interceptors and phantoms on my way out, as well as reliably stress higher PS pilots outside of range 1.

Also, I believe the wording of Dauntless states /"After" you execute a maneuver that causes you to overlap another ship, you may perform 1 free action. Then, receive 1 Stress token./ So, I don't think it would allow for 2 actions, as it happens after you are done moving. I believe this was meant to compensate for Oicunn's ramming ability, so that he could still use an action after he hit someone.

also, if I run navigator on the Deci, is Oicunn a good pick? or do you think putting it on Chirinau or Kenkirk would work better? have you had successes with navigator on it?

Yes, Dauntless triggers after you execute the maneuver, but before the check stress step. There's a topic in the rules section where this is discussed.

Oh... Oh my glob... that makes Dauntless Ridiculous! I was also unaware of Night Beasts inability to get a free focus after clearing a stressful maneuver.

So, if this is right, Dauntless would allow Oicunn to move a green maneuver into another ship, TL with dauntless and receive 1 stress, clear the stress, and then perform a second action (focus)?

Yes.

Rad, thanks for that, I'll definitely be bringing that with me to the tournament.

Scratch that, no perform action step for Oicunn since he overlapped another ship. everything else is good though.

Forgot about that pesky bit. Still, no loss of action, no stress, good stuff.

I would consider dropping to 98 points (by dropping APL) to let Soonir threaten and hunt any Phantoms that might be out there.