Decimator Escalation Ideas?

By Ravenhull, in X-Wing Squad Lists

I'm going into my first Escalation style tourney this weekend, and have been working on builds. I would love to do a build anchored on the Decimator, but with the restriction that the first round have a minimum of 2 ships, I would basically have to go in with it nearly empty along with a cheap wingman (PS2 TIE or TIE/fo most likely). Admittedly, that is only the first round, so if I'm willing to take a probable loss there (and admittedly, I ain't that good, so), but...

So, if any of you have any ideas on how to make that work, I wouldn't mind hearing some.

As it is, I'm bouncing between two other builds:

A) Imp: 2x TIE Adv Prot (the top 2 PS); TIE Bomber; TIE Bomber; 2x TIE/fo

B) Reb: K-Wing, Z-95; K-Wing (almost empty); Upgrads for K-Wing and 2nd Z-95; Y-Wing (The Z-95's being purely extra guns and packing the XX-23 missiles to help get target locks)

The problem isn't just that you need to go in with a nearly naked Deci in round 1, it's that when you spend a ton of points upgrading it in round 2, you're left with very few options for adding a third ship in that round. If I were going to do it, here's how I might do it:

Round 1:

Rear Admiral Chiraneau (46)
"Wampa" (14)
Total: 60
Round 2:

Rear Admiral Chiraneau (46)
Predator (3)
Ysanne Isard (4)
Engine Upgrade (4)
"Wampa" (14)
"Scourge" (17)
Adaptability (0)
Total: 88
Round 3:

Rear Admiral Chiraneau (46)
Predator (3)
Ysanne Isard (4)
Engine Upgrade (4)
"Wampa" (14)
"Scourge" (17)
Adaptability (0)
The Inquisitor (25)
Push the Limit (3)
Autothrusters (2)
TIE/v1 (1)
Total: 119
Round 4:

Rear Admiral Chiraneau (46)
Predator (3)
Ysanne Isard (4)
Emperor Palpatine (8)
Engine Upgrade (4)
"Wampa" (14)
"Scourge" (17)
Adaptability (0)
The Inquisitor (25)
Push the Limit (3)
Proton Rockets (3)
Autothrusters (2)
TIE/v1 (1)
"Howlrunner" (18)
Crack Shot (1)
Total: 149
I guess that.
In round 1, just push Chiraneu towards your enemies and hope that his ability plus a target lock at R1 or R2 gets the work done before they can chew through his 16 hull, which is a lot of hull in a 60pt game. If they're focused on him and have durable small base ships, maybe Wampa can put some fear into Soontir or Poe or whoever else shows up with that type of build.
In round 2, Chiraneu can boost and mostly still be double modified with Pred and his ability, so you can get real aggressive with him and attempt blocks on anyone above PS8. Wampa does his thing, and PS8 Scourge can try and be a cheap 3 die tie fighter if RAC can put a damage card on the opponent first. Otherwise, he just draws agro from the Decimator, which is also acceptable.
In round 3, Inquisitor, because another PS8 to push damage is good for Scourge, and it's a very reliable ship.
In round 4, Palpatine, to finally make Wampa more than just a lucky boy, and Howlrunner with Crackshot, again helping out Scourge by pushing more damage with his Crackshot, but also flying in a 3 ship formation with Scourge and Wampa to ensure their shots are accurate. You're a very PS8 centric list, so we've left ourselves a 1pt bid in case anybody else is running around also at PS8.
Alternative 1: If you'd rather have a high PS ace, you can run a PS10 Vader (adaptability) in Round 3 instead of Inquis, with ATC but no engine, then in round 4, add the engine, Howlrunner and Palpatine, and that ship which was the Inquis but now is Vader is still 34pts, but you gain PS10 and still have the 1pt bid. It's worth noting that in round 3 this version of Vader would be weaker than the Inquis, especially without Palp support, but you'd pick up a stronger ace in round 4.
Alternative 2: Same as original list, but in round 4, instead of adding PRockets, Howlrunner and Palpatine, you add Rebel Captive to the Deci and a standard, 26pt Omega Leader to the team. Omega Leader will be very useful against aces here, but the list will still lack a Palpatine. Also worth noting is that OL is a great trump card in small games and it's kind of a bad strategy to add him in the round that'll have the most ships on the table, since his ability can only work against one foe at a time.
Hope these suggestions are useful to you.
Edited by CBMarkham

Thanks for the ideas, those look interesting. Overall, the Imps don't have many options using a large base in this format. Seems that most large base builds would be Scum.