Fighting decimators with Imperials - Questions

By polmoneys, in X-Wing Squad Lists

Rexler Brath — TIE Defender 37

Predator 3

Turr Phennir — TIE Interceptor 25

Veteran Instincts 1

Autothrusters 2

Soontir Fel — TIE Interceptor 27

Push the Limit 3

Autothrusters 2

Can this work? High PS shots and Brath ...

What if Vader Crew is on the VT-49? Game over?

What does math says? What damage output is expected?

This list could do it, there's really a lot of other variables like what your opponent is bringing and of course it's not just the lists but how you fly them. That said, In general when I fly a decimator I am more worried about facing a large number of ships than a few highly skilled ships. So if you are focussed on an anti-decimator list, bring more ships. Three TIE fighters with 6 red dice are scarier than one TIE Defender with 3 red dice for a Decimator pilot with little ability to evade.

Honestly, there are only two things you need to beat any fat turret

1) lots of ships

2) not bad luck

the turret rule really doesn't belong in any tactical game, but it's here and it will lose you games simply because it can roll well and you can roll badly but you can't outplay it.

The ideal anti-turret ship is the rebel B-wing. It's got chunky health, 3 dice, and a very good asking price for its stats. If you can bring enough health + dice, you stand a chance against a turret (but always a "chance," because luck is always involved). Empire doesn't really have a B-wing (naked bomber? shuttle?) but it does have the incredibly efficient tie fighters.

auto-thrusters are helpful (they make interceptors viable against that stupid advantage) and Soontir with a stealth device is almost impossible to kill if he's out of arc (two guaranteed evade results from action and thruster, focus + four dice mean you'll cancel 3 damage very reliably). One caveat, though, Vader will screw you over if he's run. Yes, it's basically game over for soontir. Shield upgrade will help, as will making the Vadermator your number 1 priority. Even if you trade it for soont, the fattie is worth more than the interceptor (and he kindly helps you by killing himself :)).

Defenders aren't really cost efficient enough to tangle with turrets reliably, so if you're running Brath for his ability I'd advise heavily against him.

Tie Fighters and mini-swarms are very good checks to turrets given that they're very efficient attacks per points, provided yet again that the dice don't screw you over.

Edited by ficklegreendice

Defenders aren't really cost efficient enough to tangle with turrets reliably, so if you're running Brath for his ability I'd advise heavily against him.

I, for once, disagree with Mr. Dice on the use case for a Defender.

I've found through a moderate sample size (probably 20-30 games) that Brath + Predator + HLC and a Firespray loaded out similarly with a Fleet Officer just makes mincemeat of a Decimator, and fat turrets in general. You just slow roll and let them try their turret thing and then just blast them with tons of dice each round at range 3 where they fight the worst. The Fleet Officer allows Rexler to flip all of his hits vs. a Decimator (assuming you have the same suicidal love of rolling unmodified green dice I do) and boy do they burn down quickly with 3-4 crits a turn from Brath and the supporting fire from the Firespray.

I've played consistently against a decent (not amazing, not terrible) Phantom + Fat Chirpy player and have a landslide of a winning record as the Decimator just melts and then the Phantom can't stay out of the twin arcs of the Firespray and the flippy-turny play of the Defender. Going to regionals this Saturday, and maybe my dreams and hopes will get ruined, but I've found that the best way to beat fat turrets is to just shoot them with a lot of dice at range 3 and with some good action economy and some Brath activations they aren't nearly as scary as they should be.