Is two decimator build viable in todays meta?

By mitrandil, in X-Wing Squad Lists

Hi guys, this is my fist topic in the FFG forums although I've been reading the forums on daily basis and comented few times. I started to play in July 2015 and I'm still learning things about X-Wing. Back on the topic - Is the two decimator build viable in pre-wave8 meta?
What do you think about the build bellow:
Oicunn -42
Anti-Pursuit Laser- 2
Ruthlessness - 3

Tactician - 2
Ysanne Isard - 4
Total - 53 points

Patrol Leader - 40

Anti-Pursuit Laser- 2
Darth Vader - 3

Tactician - 2
Total - 47 points


The idea is to to keep the ships together and to joist whoever dare to stay in front of them. I believe Oicunn with Patrol Leader with bumps and primary weapon will be able to kill few TLT carriers before the decimators are too low on hit points. To deal with Aces the Patrol Leader has Vader.
I'd like to know your thoughts about the build or if you could share your 2 decimators build.

Edited by mitrandil

I'd rather see Mara Jade on Oicunn versus Tactician. Oicunn is going to be up close and ideally ramming folks, so you'll guarantee Mara Jade activations. Of course you'll lose your 1 point initiative bid if you don't trim elsewhere. Again, I'd look to get rid of Tactician on the Patrol leader. What are the odds you'll be shooting at things consistently within range 2 AND within the VT-49's primary firing arc? I'd imagine after the opening exchange, you'll take +90% of your shots outside of your firing arcs.

Edited by SPARTAN VI

I'd rather see Mara Jade on Oicunn versus Tactician. Oicunn is going to be up close and ideally ramming folks, so you'll guarantee Mara Jade activations. Of course you'll lose your 1 point initiative bid if you don't trim elsewhere. Again, I'd look to get rid of Tactician on the Patrol leader. What are the odds you'll be shooting at things consistently within range 2 AND within the VT-49's primary firing arc? I'd imagine after the opening exchange, you'll take +90% of your shots outside of your firing arcs.

Very good point, I like the idea a lot.

Patrol Leader w/ Vader + Gunner = 48

This will work better against aces.

Against twin lasers turrets, without engine on Oicunn, its iffy. They start with 8 shots that deal 1 damage each and you have only two attacks (3 dice each, unless at range 1). You both have the same number of 'health', so by my math, the decimators will be dead first unless you can pull some clever tricks...

Thanks for the input guys. I finished my last two games in my 8 week long league with 2 wins and I probably would end in top 8 (out of more than 25 people). I played
Oicunn
Mara Jade
Ysanne
APL
Ruthlessness

Patrol Leader
Vader
APL
Total 99 points

The first game I played vs Carnor Jax (standard build), Z. Storm with AC and Major Rhymer with PTL, Adv.Proton Torpedos, Concussion Missiles, Seismic charges and Extra Munitions. We placed our ships diagonally, his side was concentrated with debris and asteroids. The first 3-4 rounds we were doing maneuvers to clear from the obstacles, and when we both met in the open field he immediately focus fire with all of his ordnance on the closest ship which was the PL. Although the 3 punches were very hard (suffered APT hit), the PL had a little bit more than stripped shields, and on the returned fire Rhymer left with 1 HP (Vader pulled direct hit from the deck). Oicunn bumped the Major to be removed from the field, while PL died due to fire and damage from my Vader crew. While focusing on Patrol Leader, Carnor went down as a Vader's victim with 2 crits, next Oicunn finished him with a bump. It was Zertik vs Oicunn with 4 hull points, but the position of the Advanced tie was against his favor and after few rounds the tie fighter was destroyed.

The second game was against Palpmobile and the Aces. Vader and Soontir had standard builds (well almost cause Fel had Targeting Computer instead of Steath Device). The shuttle was placed on the same side as my decimators in front of the open field, and the aces were diagonally in the debris field. Soon the battle began and Palpatine himself saved few hits on the aces. A direct hit on Fel caused by mine Vader helped to determine the faith of the Baron. At this point Oincun was dead, as well as Fel, but Vader was with one hull point against the Patrol Leader with Vader crew and the shuttle was with 3 hull points. In the next round Vader beyond range 3 was facing to my direction, and when I approached (3 bank) the shuttle out of its arc, Vader bumped me (5 straight) because the opponent didn't expect me to be there. Anti-Pursuit Laser has finished the Sith Lord and the opponent seceded.

To sum it up, I had a lot of fun playing this build. I'm not sure how it could work against the Terrorists, but ships like the Interceptors or pricy Ties will die quickly. Both Anti-Pursiut Lasers worked only once for two games, but one killed Vader, and I may not use them again. Ysanne was my defensive upgrade, but I couldn't use her against Jax (Omega Leader will also choke her), so she was sent to Corrusant. Ruthlessness worked once, when targeted Vader at range 3 and managed to hit him, next Fel was killed, which was good result, but I'd like to have more consistent presence of damage. While shooting with primary weapon I had a lot of missed hits including 4 focus results with Oicunn after I bumped a ship, so I would like to focus on the red die modification upgrades. I'd like to try this now:
Oicunn

Engine - 4
Predator -3
Mara Jade -3
total 52 points

Patrol Leader
Vader -3
Gunner -5
total 48 points

Edited by mitrandil

Do you think is interesting to use engine in Oicunn??

I think is interesting un Chire....

The Patrol Leader's main job is to murder Aces like Soontir with unstoppable Vader crits, so why give him anything other than Vader? That's more points sacrificed if/when you need to use his ability. Put that Gunner on Oicunn and don't look back.

I also might suggest going to Kenkirk with Engine Upgrade, Predator, and Isard for maximum 'durability' (for a Deci), or Chiraneau with Engine Upgrade and Gunner for maximum killiness.

https://community.fantasyflightgames.com/topic/201406-what-is-the-best-double-decimator-list-cant-you-just-slap-a-58-point-power-rac-and-naked-oicuun-together-and-call-it-a-day/

You'd be better off power building one of them, and going lean on the other.

Something like Predator Ysanne Engine Upgrade on RAC

And a Patrol Leader with Vader.

Or RAC with Predator, Gunner, Engine Upgrade, and Oicunn. Or Putting VI on RAC and Expert Handling on Oicunn.

The double list I recommend is as follows,

Decimator Train-

Oicunn

-Wired

-Rebel Captive

-Dauntless

-Tactical Jammer (49)

Chiraneau

-Veteran Instincts

-Ysanne Isard (51)

Although it seems very basic it all work together perfectly...

Oicunn rams, uses dauntless to TL and the stress triggers Wired to give free re-rolls. Rebel captive will make people want to avoid shooting him. Chiraneau follows up behind having Isard for that evade when needed and his ability is like a soft focus. If you can stay behind Oicunn the whole time then tactical jammer gives you an extra green dice.

This makes targeting your ships difficult for opposition players as Oicunn will ram and stress them but Chiraneau has an evade AND green dice (2 if at range 3).

The Patrol Leader's main job is to murder Aces like Soontir with unstoppable Vader crits, so why give him anything other than Vader? That's more points sacrificed if/when you need to use his ability. Put that Gunner on Oicunn and don't look back.

I also might suggest going to Kenkirk with Engine Upgrade, Predator, and Isard for maximum 'durability' (for a Deci), or Chiraneau with Engine Upgrade and Gunner for maximum killiness.

Gunner + Vader is an excellent combo and totally worth the points. A) it makes killing the annoying high PS ace happen much faster. B) it allows you to threaten crits on shielded targets like regen Poe/Corran---sneaking a crit on these guys really makes your other decimator's life easier once your suicide decimator is gone. C) against swarms, between your 2 decimators, its actually quite easy to kill 2 TIEs per turn (sometimes) and that makes a big difference considering its otherwise a 'bad' matchup...

The Patrol Leader's main job is to murder Aces like Soontir with unstoppable Vader crits, so why give him anything other than Vader? That's more points sacrificed if/when you need to use his ability. Put that Gunner on Oicunn and don't look back.

I also might suggest going to Kenkirk with Engine Upgrade, Predator, and Isard for maximum 'durability' (for a Deci), or Chiraneau with Engine Upgrade and Gunner for maximum killiness.

I killed 3 ships out of 2 games with Oicunn's ability, he creates a lot of anxiety to the ships in the area around him, so I like him. Used to play a lot the Kenkirk (he was my preffered pilot from VT-49) and Whisper duo, but in this build I like Oicunn better. I had the same thoughts about Gunner on the PL, but if I overload the other Decimator it will become too much of a fire magnet. I'll try tonight the second build, and I'll post my findings later.

Edited by mitrandil

The double list I recommend is as follows,

Decimator Train-

Oicunn

-Wired

-Rebel Captive

-Dauntless

-Tactical Jammer (49)

Chiraneau

-Veteran Instincts

-Ysanne Isard (51)

Although it seems very basic it all work together perfectly...

Oicunn rams, uses dauntless to TL and the stress triggers Wired to give free re-rolls. Rebel captive will make people want to avoid shooting him. Chiraneau follows up behind having Isard for that evade when needed and his ability is like a soft focus. If you can stay behind Oicunn the whole time then tactical jammer gives you an extra green dice.

This makes targeting your ships difficult for opposition players as Oicunn will ram and stress them but Chiraneau has an evade AND green dice (2 if at range 3).

I like this build, the only thing I'm missing is Vader to do the crits, which was very effective vs Aces. A lot of people rightfully fear Soontir Fel and Co., and I only laugh when I see them against me. It's not the same playing vs Rebells, then Ysanne will matter a lot.

Is the two decimator build viable in pre-wave8 meta?

I'm going to tack against the thread's prevailing wind: I think double Decimators is a bad idea.

You're doubling down on all of the Decimator's weaknesses, meaning any squad that (even accidentally) keys into those weaknesses is going to take you apart. And because you're trying to get two Decimators into the same list, you end up sacrificing the things that make fat Decimators shine--your damage is going to be inconsistent, and you can't arc-dodge effectively.

Oicunn can be a fun ship to fly because of the way he throws his weight around. A Patrol Leader with Vader (especially if it also has Gunner) is a very strong anti-ace ship. But in my opinion, trying to get them in the same list is asking for trouble.

The double list I recommend is as follows,

Decimator Train-

Oicunn

-Wired

-Rebel Captive

-Dauntless

-Tactical Jammer (49)

Chiraneau

-Veteran Instincts

-Ysanne Isard (51)

Although it seems very basic it all work together perfectly...

Oicunn rams, uses dauntless to TL and the stress triggers Wired to give free re-rolls. Rebel captive will make people want to avoid shooting him. Chiraneau follows up behind having Isard for that evade when needed and his ability is like a soft focus. If you can stay behind Oicunn the whole time then tactical jammer gives you an extra green dice.

This makes targeting your ships difficult for opposition players as Oicunn will ram and stress them but Chiraneau has an evade AND green dice (2 if at range 3).

I like this build, the only thing I'm missing is Vader to do the crits, which was very effective vs Aces. A lot of people rightfully fear Soontir Fel and Co., and I only laugh when I see them against me. It's not the same playing vs Rebells, then Ysanne will matter a lot.

My buddy just ran this at a store championship and came 20th out of 56... He has been playing X-wing for 2 months and in one game he landed on a rock which cost him the game Chiraneau took a crit and died but was range one from a BroBot with 1 hull and no tokens. Had he scored this kill and won the game he would have finished 8th and made the cut!!!

Its very basic but if your a good pilot its devastating :-)

Here's one list I would like to try out.

Oicunn, Determination, Tactician, Tactical Jammer, and Dauntless title

Rear Admiral, Expose, Tactician.

This list is basically get up front and throw a few punches, Oicunn for Ramming and Jamming, Rear Admiral to throw a few punches, deadly at range one 3 +1+1, With the Tactician within' range two, enemy ships get stressed. So in other words, throw caution to the wind. The rear admiral set up is nice I tried it once, with a few extras. And since these ships are turret based, awesome 360 firing arc.