I was thinking Captian Oicunn, Dauntless, Mara Jade, EU, and Wired but points are adding up quick at 52 already. Not sure where else to go with the rest of the list. Any suggestions or anyone have experience with a bumping Decimator?
Looking for a bumping Decimator build
Oicunn is definitely where you want to start and Mara is also a must, but an ion projector or anti pursuit lasers are generally a go to for me. If you bump higher ps, they'll fly through you on their activation, or lower ps will have to do it next turn. Also, I've never really liked dauntless because of the stress and with wired, you'll have to go green to shed for next action. I say screw the few actions you get anyways and slap on intimidation so the rest of your list can light your bumped target up.
49 points and lots of room for other ships.
Don't bother with EU or Dauntless. On the turns that you bump, you won't be able to or want to use the boost anyway. Stressing Oicunn is surprisingly bad since greens will force you to fly past small ships you're currently touching.
Personally I just run Vader crew and Adaptability. The Vader crew forces your opponent to focus the Decimator and consequently turn their ships towards you.
Intimidation and Mara Jade are options worth considering though.
VT-49 Decimator: · Captain Oicunn (42)
Ruthlessness (3)
Engine Upgrade (4)
· Mara Jade (3)
Intelligence Agent (1)
Saboteur (2)
· Dauntless (2)
TIE Phantom: · "Whisper" (32)
Veteran Instincts (1)
Fire Control System (2)
Advanced Cloaking Device (4)
· Rebel Captive (3)
-- TOTAL ------- 99/100p. --
If you are looking to bump with a decimator then there's a few ways you can do it.
Double Bump - Hit them once then Dauntless to trigger Daredevil and do it again.
Infinite Bump - When they hit you you use palp to make sure they are ionized and then you can keep them exactly where you want them. This can be hard because you need to try and get them straight on and they need to hit you first..
Bump and Dump - Bump them and have the escorts tear into them then when they fly through you they hit mines to finsh the job.
The REAL secret is that all Decimators love to bump.
If you brought a Decimator, it means that you probably have fewer ships than your opponent. Every time you bump one, it means you lose one action but they have one ship who can't attack your Decimator at all (assuming you moved second and they're not about to move off of you). Then, through the power of 360 degree turrets, you can still make your shot against an enemy in range while denying the shot of the bumped enemy ship.
Consider RAC with Predator. Gets two offensive modifications even if he bumps. Bumping? No problem.
Rear Admiral Chiraneau (46)
Bumping; It's not just for Oicunn anymore.
I really like relentlessness on Oicann. Let's you bump do a damage then cause them to bump(hopefully). Shoot at what's close to you but not in base and shed a damage to the ship you just bumped with Relentlessness. Double tapping the ship is pretty amazing. Then if you have the points do Ion projector to keep them there and bump them again.
Don't bother with EU or Dauntless. On the turns that you bump, you won't be able to or want to use the boost anyway. Stressing Oicunn is surprisingly bad since greens will force you to fly past small ships you're currently touching.
Personally I just run Vader crew and Adaptability. The Vader crew forces your opponent to focus the Decimator and consequently turn their ships towards you.
Intimidation and Mara Jade are options worth considering though.
I don't agree with worrying about stress on Oicunn. I always assume that Oicunn won't be able to take an action. A red free dial means that you aren't going to be choosing maneuvers by leaving out reds, and your desire to slam into things means you aren't really worried about taking actions. I do agree that Dauntless is useless on him, though, as there really aren't abilities that he has, or can be assigned, that are worth having if he somehow *isn't* slammed into someone. I also agree not to add EU, as you can't boost into overlap. If you do have an action free, then a TL or Focus is better for being shooty. Dauntless, IMHO, is one of the most useless titles in the game.
Rebel captive and Vader together are a powerful combo. Proximity/collision means that hopefully at least one ship won't be able to shoot you. The others that do, at least one is going to get a stress each turn, and one of them is going to get shot back. Also, anti pursuit lasers are a good option. If they try to bump you to prevent you being able to shoot, then they run the risk of damage. Also, it lets you block in addition to ram, for damage.
Captain Oicunn (98)
Captain Oicunn (54) - VT-49 Decimator
Intimidation (2), Darth Vader (3), Rebel Captive (3), Navigator (3), Tactical Jammer (1)
"Echo" (44) - TIE Phantom
Predator (3), Fire Control System (2), Gunner (5), Advanced Cloaking Device (4)
Try this. Navigator will let you adjust your movement a bit, to hopefully hit another ship.
Edited by Sierra19I'm still not a fan of Gunner on a Phantom. 4-5 red dice, plus predator, plus FCS? You've already got so many built in rerolls that I really don't think gunner is likely to trigger. I think those 5 points could be better spent, honestly. Isard on a Decimator gives it a little bit of longevity (though not much, since she doesn't work if stressed). Also, Echo at PS6 means everyone north of Porkins in PS is going to get to shoot at her before she recloaks. VI or something else is almost mandatory on her, unless you're a bigshot at positioning. If you're going to stick w/ Gunner on the Phantom, then drop Predator and pick up VI.
Also, remember to ram things with the Deci that Echo *isn't* shooting at. You want to get a last shot off with the decimator at whatever Echo has just peeled the shields off of, so that even if it doesn't hit, Vader can use his emo-rage tantrum power to deliver an auto-crit. You can't vader-hate what you can't shoot at.
Modifying the above list:
Captain Oicunn (98)
Captain Oicunn (58) - VT-49 Decimator
Intimidation (2), Darth Vader (3), Ysanne Isard (4), Gunner (5), Anti-Pursuit Lasers (2)
"Echo" (40) - TIE Phantom
Veteran Instincts (1), Fire Control System (2), Rebel Captive (3), Advanced Cloaking Device (4)
With the last 2 points, you could always bump up to Whisper.
If things are going south, Gunner/Vader give you the chances to vaderhate twice in a turn.
Things to remember: Decimators are really susceptible to crits. Bumping is well and good for lols, but you'll also be handing your opponent extra red dice. Staying at R3 with vader on board basically makes you an Ace killer, and hands you a green dice (and we all know how reliable those are).
Oicunn/Vader/Gunner/Dauntless/Daredevil/Engine Upgrade. Add a 40-odd point ace or miniswarm to taste. Double ram people for autodamage, then vader/gunner other people for autodamage, make low hull aces cry before exploding gloriously in a ball of flame. If you've done it right, you take the scariest enemies with you and your ace cleans up.
Wrong, you lose, and you lose a huge amount of MoV into the bargain.
...make low hull aces cry before exploding gloriously in a ball of flame. If you've done it right, you take the scariest enemies with you and your ace cleans up.
Wrong, you lose, and you lose a huge amount of MoV into the bargain.
^ That. Every time.