Decimator/Defender - Working my way to a tournament

By SDCC, in X-Wing Battle Reports

I've played in a few tournaments now, and the first two locals drew me into a false sense of confidence. I've since performed pretty poorly in several, and want to change that!

What to use though? I've got Imp and Scum, but fancy a return to the Empire. I've painted my Decimator but not used it since, so there's one. I love Defenders, so there's the other! Not the most obvious or strong build, but I like them and want to work with it.

There's a tournament at the end of May in my local store (standard 100 pts affair), and the aim is to give a good showing. Not win it or anything crazy, just walk away knowing I made the best of what I've chosen and flew decently.

Here's the squad. Plan is to stick with it for at least 5/6 games before making changes.

Colonel Vessery (43) TIE Defender (35),Heavy Laser Cannon (7),Veteran Instincts (1)

Commander Kenkirk (56) VT-49 Decimator (44), Determination (1), Moff Jerjerrod (2), Weapons Engineer (3), Ysanne Isard (4), Anti-Pursuit Lasers (2)

Vessery stays at R3 and gets the TL from Kenkirk, who can take a few hits and hopefully dish a few out. It's not there to beat anything in particular, it's more an idea of how I'd like to play. I've not flown medium to high PS ships really, or two, so it's a different approach for me.

Practice 1

Weekly X-Wing night as usual at the FLGS. I rock up with my build to see plenty of people about. Good times!

First up is my Brother, who himself is trying something new. Time to put him in his place ;)

Brother - 3 x Bounty Hunter. Easy to remember!

He set up strung across his edge. Lots of coverage there. He joked about just running them up and down the board asteroids permitting. Will he?

I pop Kenkirk on the far left edge (get on the side of a BH perhaps?). with Vessery to this right.

The inline BH goes straight whilst the other two begin the journey towards me. Ken/Vess both shoot out (S3/S5). Two turns in Vess survives 2 BH attacks with 5 evades out of 6 green. Maybe the dice are on my side tonight.

One BH goes down under fire from both of mine. Then I manged to 4K to the edge of a firing arc, and barrel roll just out! 4 hits and the second BH is in trouble.

Vessery takes some hits, and eventually goes down to the second BH. We're left with a 5HP Kenkirk (thank you Jerrerod) and a 3HP BH.

I get Ken alongside for a few turns but he's got an evade each turn and I can't make anything stick. But then it does! The Bounty Hunters have gone down and I've asserted my authority as the oldest brother. An odd build but a good start to the night.

100-43

I really need to remember to place Vess's TL down, and to do Isards's evade each time. Start of combat is awkward for remembering. Why can't it just be a free action?

Practice 2

AXYZ - Bit of an odd one this. Wasn't sure what to do at all! Maybe that was his plan.

All line up across the middle, the Rebel forces roll up. I once put Vessery on the outside this time but stick to the right edge with both. I move forward the same way again.

He goes straight again, so I figure its times to move in. But I misjudge the large base and stick Vessery into the side of Ken. No matter, I can still get two TLs and Vess can still HLC.

The Z goes down quickly with fire from both. It might be the cheapest but it's one less and one less blocker.

Wedge is a pain, but he presents himself to HLC twice (after a nice 4K from Vess). Ken finishes the job at R1. Anti-pursuit lasers get their one use of the night on the A-Wing!

With another 4K/Barrel Vess gets a bead on the Y, and it goes down through two rounds. The blocked A can't seem to recover and falls to crits from Ken.

100-0

APL came into things once, and that was nearly forgotten. Only upgrade I'm questioning at the moment. Unlucky with crits so Determination hasn't been used yet, but Jerjerrod and Isard are doing the business. Two TLs is teeing Vessery up a treat, and Ken is benefiting from it too.

Practice 3

****, I don't like this one.

RAC - Gunner, EU, Rebel Captive. I think there was more.

Fel - AT, SD, RG. You know the drill.

This was a horror show. Not surprisingly you might say. It seemed pretty much the perfect build to take me down and it did.

I just missed out on blocking Fel a few times (would APL damage strip Stealth?).

Vess was castrated. Pilot ability and upgrades all stripped before being shot down.

Even when I had TL/Focus at R1 on Fel he dodged them. He's pretty good.

He cleared up, and I given a lesson.

0-100.

Overall I had a good time. I remembered abilities and actions in the main, and made sensible dial choices, with the odd surprisingly effective 'I didn't think you were going to do that' from the enemy.

Granted the one 'known' build ruined me so I might have a job on my hands, but I'm hopeful, and looking forward to more.

I've had ideas about changing Ken up a bit. Dauntless instead of APL perhaps? But I think I'll stick for a few more games, try to go up against some more obvious builds and see where we go.

I'm on my way!

Edited by SDCC

I would strongly suggest getting an engine upgrade on Kenkirk. Turrets don't care about firing arcs, but they do care about range, and without boost, you have no way to control that or escape enemy firing arcs. Boost will save more damage on you than Isard, so I would take that even before her (although having both is nice too).

As I say, happy so far, but bigger challenges are to come.

One chaps is particularly nifty with Squints and Phantoms so I'll be challenging him soon. Then maybe a BBBBZ? They seem popular.

EU for Isard and Dauntless for APL are the only things I'd consider changing at the moment. The amount of distance that Decimator covered with it was frightening. I guess not being in arc at all is better than being able to evade one shot.

Edited by SDCC

Totally better. And its not just about dodging arcs but controlling distance. Sometimes you dodge 2 or 3 arcs, sometimes you can't dodge any, but you can put them all at rng3, or you can make sure your attack is range 1 and PS kill someone before they shoot. Boost is all about tactical options. Having no post-movement actions makes a Decimator easier to kill and less threatening, imo.

Building a squad around Vessery seems inherently weak, compared to the other Deci combinations out there. He just doesn't cut the mustard against top tier threats like Han, Corran, Whisper, Soontir and Chira.

He's not terrible against Whisper, Soontir, and Corran, simply because he's got a very powerful shot at range 3 where it's hard to arc dodge. He can really start to eat through tokens for a follow-up shot by the Decimator.

He's not terrible against Whisper, Soontir, and Corran, simply because he's got a very powerful shot at range 3 where it's hard to arc dodge. He can really start to eat through tokens for a follow-up shot by the Decimator.

A strong Vessery shot followed up by Kenkirk finishing is my experience so far.

Just played my first Vassal game against XXAA and won on points. Very handy.

Building a squad around Vessery seems inherently weak, compared to the other Deci combinations out there. He just doesn't cut the mustard against top tier threats like Han, Corran, Whisper, Soontir and Chira.

Should have multiquoted.

What an I say, I like the build! Despite it's weaknesses I'm happy to persevere. At this point I might change a couple of upgrades, but I won't be changing pilots.

I can totally see the value of Engine Upgrade on big ships, but I've had lots of success with Isard on Kenkirk without Engine Upgrade. I don't know. Call me old school, but back in Wave 1 you could out fly your opponent without boosting out of arcs. I think they're both good, but if you're up against two-ship builds with higher PS, Ysanne will serve you well.

Have you considered Tactical Jammer instead of Anti-pursuit Lasers? Vessery can hide behind or to the side of Kenkirk, and go to town with the HLC. Haven't tried it yet, but it may be something to consider.

Finally getting the next round of practice in tomorrow! Really up for it.

Should be playing against a regionals champ and a strong local guy. Big test!

Building a squad around Vessery seems inherently weak, compared to the other Deci combinations out there. He just doesn't cut the mustard against top tier threats like Han, Corran, Whisper, Soontir and Chira.

Vessery is one of few pilots in the game that can consistently land 4 damage per turn at any range, whilst also denying you your additional agility at range 3. This makes him better than most other pilots (maybe excluding Whisper) at dealing with Token-stacking high agility ships. He also eats through fat falcons like nothing I've ever seen before. Whilst he may not be as durable as Fel or other wingmen can be, he's certainly not slacking at all in the damage dealing department, and once you've got the knack of flying the defender, 3 hull, shields, agility and a barrel roll can turn you into a fairly resilient ship

Building a squad around Vessery seems inherently weak, compared to the other Deci combinations out there. He just doesn't cut the mustard against top tier threats like Han, Corran, Whisper, Soontir and Chira.

Vessery is one of few pilots in the game that can consistently land 4 damage per turn at any range, whilst also denying you your additional agility at range 3. This makes him better than most other pilots (maybe excluding Whisper) at dealing with Token-stacking high agility ships. He also eats through fat falcons like nothing I've ever seen before. Whilst he may not be as durable as Fel or other wingmen can be, he's certainly not slacking at all in the damage dealing department, and once you've got the knack of flying the defender, 3 hull, shields, agility and a barrel roll can turn you into a fairly resilient ship

Some Defender positivity! Nice to hear.

I'll report back on the games tomorrow :)

There's really a tremendous number of problems that can be solved by the application of 4 hits at long range with no range bonus to defense.

There's really a tremendous number of problems that can be solved by the application of 4 hits at long range with no range bonus to defense.

Lets just hope the dice gods find me favorable tonight. Then all I've got to do is position him well.

Couple of lessons learnt from last time should help.

The Decimator upgrades are the things I'll be considering. Engine Upgrade and Dauntless? Possibly, we'll see how it goes.

Well then, that was a fairly decent night.

Here's the squad. I've now played 7 games with it so I'll be discussing my options after.

Colonel Vessery (43) TIE Defender (35),Heavy Laser Cannon (7),Veteran Instincts (1)

Commander Kenkirk (56) VT-49 Decimator (44), Determination (1), Moff Jerjerrod (2), Weapons Engineer (3), Ysanne Isard (4), Anti-Pursuit Lasers (2)

In between he first three practice games and tonight I managed a game on Vassal against my other Brother and managed to beat him. 3-1!

Practice 5

Will (a thoroughly good bloke) - Corran with R2, FCS and VI & Dash with Kyle, EU, Outrider, HLC and PTL.

I set up on the left, whilst Will is looking down the centre. Asteroids and debris are spread around liberally.

He moved out straight whilst I turn in towards him. I get a few hits in on Dash as we pass, but the 4K and some tight 2s from get me facing the right way quicker and I get more hits in. HLC with TL does the job and Dash goes down.

Corran is chased into the corner with 20 minutes to go and doesn't make it out.

This went pretty well. Corran hung around with R2, but his double tap wasn't doing the business. Helped that the dice were going my way. Will could have been more aggressive, especially with Dash, which gave me chances. I had at least one shot each turn, and the next coming round.

I feel like I made sensible choices and capitalized on Will's mistakes. I got in the donut hole! A good start.

100-0

Practice 6

Will again - Han with 3PO, MF title, Gunner and VI & 2 x Green Squadron with PTL, AT and Chardaans.

Everyone was mid game so Will steps up again. My first Han, with 3PO and Gunner. A's with AT? Hm I'm not sure about that.

I line up on the right facing the As whilst Han is more central.

R3 shots between my ship and the As occurs in round 1. Neither of us are mucking around! We both manage to get a hit or two in. AT is saving those Green pilots.

Then Will puts one of the As on an asteroid. Without modification and AT he's gone,and the second one attempts to join up with the Falcon.

But I've seen the Falcon facing my edge, limiting his options, and park the Deci in front with a 4S. Vessery, after 5S and 4K, rushes to get back in and manages to take out the second A. Bring it Han!

My two are all over him, blocking movement, denying actions and always having one shot. Isard and Kenkirk activate, whilst he gets crits lowering his agility and weaponry by 1. Harsh. We get him in the end.

Maybe things would have been different if the first A was still around, but again I felt pretty good about it. Action denial by creeping Kenkirk was great on Han, whilst I kept taking 1/2 hits to avoid Gunner. Vessery kept his arc wide, made good use of the TL and stayed clear for the majority of it.

Will was gracious, and we discussed the upcoming tournament. Good times.

100-0

Practice 7

Time to face a regional champ!

Cadan - Fel, Carnor and a Royal Guard, all with PTL, RG, SD and Autothrusters. Brilliant.

It went well too, with the one hit that Cadan took being from him going over an asteroid. 5 green dice and AT meant I wasn't getting anything, plus the dice went cold. I did muck up badly with Vessery, hard 3ing when I should have 4Kd. Yes it was the obvious move, but it was also the right one and I ignored because I was trying to be too clever. Silly. Vessery went down despite my silly moves, leaving 3 squints chasing Kenkirk. It was only a matter of time , and on round 7, about half hour in, he went down.

Cadan's a good player, and it was nice of him to say he liked my build. We discussed the stupid Defender move and how I could have done things differently. At least he'll be at the nationals and not at the tournament! Can only beat those in front of you....

Pretty bad, but it's probably the longest I've lasted against him,so I'll take the small positive.

0-100.

So after 7 games with the same build I'm 5-2. Time to tinker using what I've learnt.

This is quite straightforward after some discussions in the shop and my own experience. Vessery stays as is.The only times he's failed me is when I've failed him with my choices. That HLC does the trick overall, and the synergy with Weapons Engineer is tasty,leaving him free to focus or BR.

So the Decimator. Kenkirk stays first off. PS6 is OK, and that one green die has actually been quite useful.

Anti-Pursuit Lasers (2) - Over 7 games I think it's been used 3 times. 2 points could be used better.

Determination (1) - Worked twice across the games. Could be very useful but will make way if I need the points.

Moff Jerjerrod (2) - He stays. No need to double his efforts. Saved me hassle most games.

Weapons Engineer (3) - A keeper. That synergy with Vessery has been strong. Love it.

Ysanne Isard (4) - START OF COMBAT?!?! I keep forgetting as it's at a weird time. Annoying, but has worked. But I think it will be swapped for....

Engine Upgrade - I'd rather be out of arc and taking no hits, or scaring the opponent with how far he can move. Determination has to make way, giving me another point.

Rebel Captive - I've gone down badly to Interceptors, and this might help a bit, slotting into Isard's slot.

Still on 99 points, the regional champ won't be at the tournament, and I'm flying decently. Things are coming up Millhouse.

The plan is to get one more night of games in before the tournament at the end of the month. Hopefully I can get some practice with EU.

Thanks for reading!

Edited by SDCC

I've run kenkirk in a tourney and had good success, with ysard, determination, gunner and captive, but have you looked at using lone wolf? with ysaard at range 3 is super durable, rebel captive is good for the late match one vs one. if you can fit engine upgrade there thats a fun ship. might have to fly vessery a little differently, but it shouldnt be too hard to stay at lone wolf range.

As things stand now the squad will look like this -

Vessery - HLC and VI

Kenkrik - EU, MJ, WE and RC

Acronyms ahoy. 99 points.

I could pop Determination back on there, to avoid some crits. Is it worth losing the small initiative bid for the chance to avoid crits that may not come up? I'm not sure.

If I was going to spend that point I could go VI and have them both on 8? Hmmmmmm

Though the EPT slot is free something would have to go to fit Lone Wolf in, and I'm not sure it gives enough of a buff to made losing any of them worthwhile.

Edited by SDCC

I would highly recommend Lone Wolf on Vessery. It makes him really tough and gives a little insurance if Kenkirk dies.

Since you have engine on Kenkirk, I agree that Lone Wolf could be very useful on Vessery (you can split them up easier). Its also nice considering in a 2 ship build, you want both of your ships as durable as possible, and lone wolf is probably the best way to increase survivability on a low hull ship (determination being the other option----Elusiveness is just bad).

But I'd have to lose VI to fit that on. That's the problem. PS8 has been useful so far. Is it worth losing that and any chance of initiative?. I've always lost Vessery firsttoo.

Edited by SDCC

I think it's worth losing VI for Lone Wolf. PS6 matters against IGs, but blocking them is nearly as good as shooting them because they're often so action dependent, and you've got Rebel Captive and a fast turret, which will cause them some problems on their own, I think. I don't know that it's a huge advantage, but they're not a hard counter to you. Other common pilots that a 6 vs 8 might matter for are Dash, Corran, and maybe Carnor Jax, and for Corran and Jax you'd still have to win the initiative bid. Lone Wolf will be a tremendous help against any 2-dice swarm, and is still really good against any other attacks. It's practically an extra green. Your Kenkirk is mostly defensive, he can't hammer through damage like a Chiraneau or bumping Oicunn, or anyone with Vader crew. That means you really need that super-accurate HLC on Vessery to keep the offense up. That means he needs protection, and Lone Wolf is the best option. I know you like Weapons Engineer, but you really might consider swapping it for Vader. You can get some automatic damage against hard to hit targets, and you can control when you activate Kenkirk's ability a little better.

Well, its true that PS8 is good against some things, like IG88's and Dash, so it depends. If you see those things a lot, then I can see it worthwhile, but if they are relatively rare, then the PS8 isn't doing much (or maybe will be good in 1 match out of 5 or some such).

Lone Wolf might help so that Vess doesn't die first? Not sure if it will or not, but if you have time to practice, you should try it and see how it works for you.

I am a big Lone wolf fan, but I have really only tried it on fire sprays to date. The 3 dice red/greens will really take advantage of the ept. Everyone loves it on N'Dru, he only has 2 greens...

OK I'll give it some thought!

YT-2400s only seem to come with Corran around here, and they aren't that common. Not seen Double IG at our shop yet either.

Fel and Carnor dopop up though.

Wife and I visited my twin and his lady in Brighton Of course we found time to fit a game in!

Ben - BBBBZ(100). Nice to come up against a popular build. That's a lot of HP to eat through though.

Me - Vessery with HLC and Lone Wolf (44). Kenkirk with Engine Upgrade, Rebel Captive, Weapons Engineer and Jerjerrod (46).

This time I'll be going with photos are they are far quicker.

We line up. I didn't know what the Bs were doing so Ken stays over there. Vess is gunning for that Z though.

The TV stand and tape measure make for decent impromptu board markers.

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We all shoot forward!

2015-05-16%2022.41.04_1.jpg

Over the turns we all come in. I went past to come back in, and the Z goes down to focused fire. Ken has taken a few hits and a crit which stressed him. Jerjerrod saved me from an Injured Pilot but Direct Hit got through. Vessery is all good though, especially after barrel rolling out of two of the 4 B arcs here.

2015-05-16%2023.10.45_1.jpg

Now it gets interesting, Imperial tag team knocks out a B. TLs and Focus modified some already decent reds. Ben is doing a good job of blocking Ken, but Vess is behind (thanks 4K), and knocking them about.

2015-05-16%2023.20.28_1.jpg

Second B-Wing goes down under focused fire! That's a nice roll. Even if they hadn't killed him there were a lot of crits. Looking good, but Ken has only 1 or 2 HP left. Vess is stillfull though, and in a decent position.

2015-05-16%2023.29.53_1.jpg

Booo. Kenkirk is defeated after a valiant effort helping defeat several Rebel ships. One the one crit taken.

2015-05-16%2023.43.07_1.jpg

At that point the 60 minute timer sounded and that was it. A draw, as we were both on 44 points. We played out the next two rounds and the lower B kept blocking me. If we'd kept going it would have been really tight. Feel confident I could have edged it though.

So now I'm 5-1-2, which I'm quite happy with to be honest.

Looking at my upgrades...

EU - Didn't get used really, but mainly because I wanted to go in the middle and Ben blocked well. Ken might have been better served flying around the edge, using boost to get out of arc when it did come up.

RC - I made a massive mistake and put down my Isard card (which should have been replaced by EU), so I didn't use it! Idiot. Would have been handy.

Jerjerrod - Saved me from a nasty crit. Top man.

Weapons Engineer - Nice for target selection and keeping Vessery's ability live.

Lone Wolf - Used once after Ken died. Need to give it another chance.

HLC - Stupid question. Stays.