Phantom/Decimator casual play

By Ken7987, in X-Wing Battle Reports

I took the following list to a regular Friday Night Fly Casual. The list did well and now I'm thinking about taking it to a local tourney coming up.

The list:

Admiral Chiraneau - 46

Predator - 3

Isard - 4

Rebel Captive - 3

Engine Upgrade - 4

Echo - 30

Veteran Instincts - 1

Adv. Cloaking - 4

Sensor Jammer - 4

Total: 99 points

Match 1: Rebels!

Went up against a double B-Wing with Z-95 support. The B's were Ten Numb with marksmanship and a HLC, and Ibitsim with an Ion Cannon. The Z-95 was flown by Lt. Blount with deadeye and cluster missiles. There were also a few other upgrades I'm forgetting.

The asteroids were set up in a diagonal belt running from the upper left to the lower right (from my perspective) with a lone asteroid in the upper right. My opponent won initiative and set up in formation in the middle and I set up slightly to the right. First round was a slow roll with no firing and Echo cloaked.

Second round is where things got interesting. He kept his ships in a loose formation and came up the middle. I flew the Admiral in a 3 bank into his formation hoping to bump Ibitsim and get a point blank shot on Blount combined with a sideways decloak by Echo for a range 3 shot at Ten. That didn't happen. Instead both of my maneuvers fell short by a matter of millimeters. The admiral failed to bump, and Echo was barely within Ten's arc, the laser pointer we use to measure lit up the corner of Echo's plastic base. Ten fired with a Marksmanship HLC and rolled blank, focus, crit, focus. HLC changed the crit to a hit, but marksmanship changed the focuses to a crit and a hit. And of course I rolled a blank and a focus, without a focus token. Drew direct hit on the crit and Echo was removed without ever getting to fire a shot. Blount blew his missiles, only pinging 1 shield after both attacks. And Ibitsim scored 2 more shields and the admiral removed both of Blount's shields. After the first round of firing I had exchanged half my list for 2 shields off a Z-95. The Force was definitely not with me.

The next round was... Interesting to say the least. With the Decimator in front of all 3 of his ships, and asteroids just past him, my opponent had few choices. In the end, all three of his ships bumped the Admiral, while chiraneau slipped past them and out of all three firing arcs. A roll of the dice later and Blount was finished. The following few rounds saw some damage exchanged with ibitsim's shields dropped and chiraneau collecting damage cards. Throughout the whole thing he kept his B-wings together, which ultimately proved to be a fatal error. The engine boost on a big base ship allowed me to easily boost out of one or both firing arcs and still return fire using Chiraneau's innate offensive focus. By the time I was able to destroy both Bwings, the Admiral was down to 2 hull. It was a close game, and a fun one. I would have to say that the MVP of the match was the engine upgrade, which turned the sluggish Decimator into a Hutt-sized interceptor against the B-wings.

Match 2: Imperials!

Second match of the night was against an imperial list consisting of Phennir with Lone wolf and stealth device, dark curse with stealth device, and Krassis Trelix with assault missiles, HLC, and proximity mines.

Asteroids were pretty spread out, as both of us were flying big base ships. He set up Krassis and curse in the center and Turr in his left (my right). I set up the admiral aiming for a hole in the asteroid field and Echo flanking. After the initial round of closing we exchanged fire. The admiral bumped Krassis leaving him with no shot and took a range 1 at Dark Curse. A perfect 4 dice roll on my part was met with an equally perfect 4 evades from the TIE. Next my opponent displayed an uncanny mastery of the green dice by repeating his 4 evade feat against Echo. Return fire took a single shield off of Echo. Next round ended with both Chiraneau and Echo at range 1 of Dark Curse, and the green dice showed how fickle they could be and the TIE crumpled under the combined fire. Krassis was able to inflict some damage on the admiral while Turr whiffed against Echo. My opponent then abandoned the flying hippopotamus and went after my Phantom with two stressed ships. Phennir was able to drop his, Krassis, not so much. Unfortunately for him he got too close and lost Phennir's lone wolf, resulting in chiraneau scoring two damage on the interceptor, and removing his stealth device. Krassis found himself stressed and pointed at the edge, allowing both of my ships to finish off the squint and go after the firespray. The firespray alone however wasn't going down without a fight. Trellix's reroll led to a hit on chiraneau with the missiles at range 2 through an asteroid, resulting in Echo losing her last shield due to the range 1 spread. A well placed proximity mine forced Echo to take a horrible decloak (brilliant positioning with the mine, my only choices were to eat the mine, fly off the board, or abandon the fight and fly into the asteroids) leaving the admiral with 6 hull and a focus facing off (well, nose to aux arc) with Krassis at 5 hull with an evade token at range 1. I roll focus, focus, hit, crit. I use Chiraneau's ability to turn one focus into a crit and spend my focus to turn the other into a hit. He rolls and comes up with double eyeballs, but no focus token. He spends his evade, leaving 1 hit and 2 crust. First crit is a direct hit leaving only 2 hull, second was a minor explosion. Fatefully my opponent rolled his red dice and dealt the final damage himself for an ironic ending to an exciting match!

I would cut Echo for Whisper, the PS 9 makes a huge difference in being able to attack first so you're always cloaked when attacked, and the extra focus on defense is more valuable the Echo's ability, which it appears got your Phantom 1-shotted in the first exchange of the first game. You probably wouldn't have messed up your maneuver and lost your Phantom if you were flying Whisper instead of Echo. Upgrading Echo to just a normal Whisper leaves you at 97 points, and you can add a FCS to Whisper and go up to 99. I've had debates with others about whether you should put Rebel Captive on Whisper or the Decimator, I think it's better on Whisper because it discourages people from attacking your softer ship that is better in the late game, but others will say you get more triggers by putting it on the Decimator, your call.

Echo should have been able to fire back before being taken off the table if both ships were at PS8.

Your Decimator configuration was my second option for my Decimator Test Drive and I must say that I have seen it on the web but with Whisper and not with Echo just as Tvboy suggested. Instead of a Phantom I used Soontir and maybe an interceptor alone is not good enough, maybe Whisper is really the way to go...