Please critique this Deci + Phantom build

By gundamv, in X-Wing

Rear Admiral Chiraneau
Veteran Instincts, Moff Jerjerrod, Ysanne Isard, Rebel Captive, Engine Upgrade
“Whisper”
Fire-Control System, Veteran Instincts, Advanced Cloaking Device
Total: 99 points.

The Phantom does the usual Phantom things. The Decimator's Rebel Captive makes it a less attractive target. Its EU allows some limited arc dodging. VI allows it to attack first (usually, unless the other side is playing Fat Han + VI).

Thoughts on this build? I think it is pretty strong.

Edited by gundamv

I'd take out Moff and buff Whisper a bit. The Moff allows you to ignore some potentially serious crits (they still do a single damage though), but who are you going to cancel? Ysanne gives you 1 HP per turn (effectively) so cancelling that permanently is rarely good in the long run, Rebel Captive might be discardable, but on the other hand the later the game gets the more effective he is. Fewer ships shooting at the Admiral means a higher percentage will be effected by Rebel Captive (since it has a limit to once per turn). Jerjerrod cancelling himself is good, but if he is the first crew you cancel then you aren't getting your points worth out of him.

I'd put Mara on Whisper instead. It bumps you up to 100 points, though, so you might be sacrificing initiative, but I personally feel its worth it.

Other than that it looks good.

don't want to sound like the wannabe mod but we do have a squad list board in this forum. You might get faster responses there.

don't want to sound like the wannabe mod but we do have a squad list board in this forum. You might get faster responses there.

something to be said about this, though, since I originally thought the post could have possibly been satire since it was asking for advice on an incredibly popular/common list :P

Well, in my area, this particularly prevalent permutation of phantom and phattie has a few minor changes

Moff Jerrod gets hurled out the air lock to give Whisper FCS (the difference re-rolls make on a 4 dice innate attack are massive unless you have the touch of rngesus)

Rebel Captive gets shifted to Whisper

Reason being that this was the least to beat in my local scene for some time, where you would literally find four or five out of the 13 or so players that frequent local tournies running the exact same build (though one enterprising soul replaced Whisper for Echo). Because phantom on phantom match-ups were basically guaranteed, they put the rebel captive on Whisper so that Whisper could cripple Whisper, but had V.I on Chiraneau in order to hit Whisper and take rebel captive stress before Whisper so that Whisper could shoot Whisper without worry.

fan ******* tastic fun times...

Edited by ficklegreendice

looks great.

don't want to sound like the wannabe mod but we do have a squad list board in this forum. You might get faster responses there.

something to be said about this, though, since I originally thought the post could have possibly been satire since it was asking for advice on an incredibly popular/common list :P

Well, in my area, this particularly prevalent permutation of phantom and phattie has a few minor changes

Moff Jerrod gets hurled out the air lock to give Whisper FCS (the difference re-rolls make on a 4 dice innate attack are massive unless you have the touch of rngesus)

Rebel Captive gets shifted to Whisper

Reason being that this was the least to beat in my local scene for some time, where you would literally find four or five out of the 13 or so players that frequent local tournies running the exact same build (though one enterprising soul replaced Whisper for Echo). Because phantom on phantom match-ups were basically guaranteed, they put the rebel captive on Whisper so that Whisper could cripple Whisper, but had V.I on Chiraneau in order to hit Whisper and take rebel captive stress before Whisper so that Whisper could shoot Whisper without worry.

fan ******* tastic fun times...

Whisper here already has FCS. I could shift the Rebel Captive over to Whisper.

How does this build do against SuperDash+Corran and Fat Han+Stuff? Because those two builds are also major in the meta right now.

Whisper here already has FCS. I could shift the Rebel Captive over to Whisper.

How does this build do against SuperDash+Corran and Fat Han+Stuff? Because those two builds are also major in the meta right now.

oh missed it over there. Yeah no reason not to keep jerrod.

As for Super Dash, he never gained any traction in the top slots despite showing up every now and again. Might be because he can't PTL Whisper for fear of double stress but needs to get real lucky to hurt her without double mods (that is, if he gets a shot)

Corran is the priority target, and both ships zeroing in on the poor guy don't leave him standing for long (and again, captive really hurts the PTL variants).

If it comes down to Whisper v Dash you've basically won. Chiraneau has a chance against Dash, but more than likely Dash flying through obstructions will make it far less possible to keep in the bubble. Also Chiraneau on Corran is a rough bet, because those agility + defensive actions with R2-D2 will outlast your 16 total health unless you've made a substantial sacrifice to the dice gods. If you have to lose Whisper to down Dash first, though, you can pretty easily run the clock.

Edited by ficklegreendice

EIExpose Chiraneau should nuke Corran. Esp with Whisper supporting. 5 dice at R1 on both ships. After that, Dash has no chance.

In your case, if you can go hard straight and then boost past Corran, you will win the game lol. R1 4 dice.

Never tried Chirpy vs Han yet, but Oicunn with 3 dice will beat out Han.

I think the list is just fine. I like Moffy J, you get way too many crits as a Decimator.

EIExpose Chiraneau should nuke Corran. Esp with Whisper supporting. 5 dice at R1 on both ships. After that, Dash has no chance.

In your case, if you can go hard straight and then boost past Corran, you will win the game lol. R1 4 dice.

Never tried Chirpy vs Han yet, but Oicunn with 3 dice will beat out Han.

I think the list is just fine. I like Moffy J, you get way too many crits as a Decimator.

and you can airlock rebel captive or vader :D

Much the same as all the other Decimator/whisper builds.

My critique?

Shame you did not try to come up with something new...

Each to their own I guess. :)

Try and have gunner on both ships. If that can't be done, try it on the decimator. If it's on Whisper it stacks well with fcs. So if your first shot blows now you're essentially guaranteed a 4-5 hit attack with your totally not OP 4-5 attack dice + free target lock + focus provided your first attack didn't go through which happens enough to make gunner worth it. If you get some junk roll you save your modifiers for the second shot.

You want gunner on at least one ship so that you ensure that you actually get some damage out. 2 ship builds can't afford to not do any damage, which is easy to do when you only have 2 attacks.

Also, I would be happy to welcome you as a member of the 8 ship swarm club if you'd be willing to play something other than a named super phantom and a turret. As a swarm player, I actually look forward to facing another swarm and having to mark 5 ships every time one of them moves through the inevitable cluster **** that happens when dual swarms face off. As long as it's not double phantom or phantom deci or whatever else annoying two ship build. Phantoms are OP and annoying to play against. Turrets aren't OP but it's getting boring facing what is essentially the same 3 annoying lists. Also, maybe I'd like to play fun wizbang stuff again and 4 ship rebel builds but nope, fat turret, phantom, and playing a swarm with the hope that you don't face a phantom are the only viable things right now.

Edited by ParaGoomba Slayer