Need help with Decimator build

By 1mikethebuilder1, in X-Wing Squad Lists

Hi folks, trying to find a way to make the Decimator work. Just played a tourney and got my rear kicked. That zero agility really hurts him, especially with focus-firing opponents. The crits, well, crippled him quick. Here's what I ran, with inflicting damage as the emphasis:

Chiraneau

Expose

Experimental Interface

Gunner

Mara Jade

Weapons Engineer

Dauntless

Tie F/O Omega Sq Pilot x2

Considering running Oicunn instead to free up points and just use him to ram into ships with Anti Pursuit Lasers and Intimidation, but just can't seem to improve the squad to make it worth it. Thanks

First thing is to add an Engine Upgrade...zero agility is fantastic if you're not being shot at.

I've dodged more fire than Soontir with an EU and it makes the Deci surprisingly fast (great for chasing ships trying to flee)

Though with the current Uboat meta, you will suffer from all the ordinance flying around.

One of the more interesting builds I've seen lately has three crackshot Black Squadron pilots as an escort, shows a lot of promise in the current meta. (yet to try it myself though)

That's a 66 point Decimator, which is already absurdly expensive. Half of the mods on it are fighting each other. Running EI to use Expose is good, I can get behind that. But that many red dice, with either a focus and/or a TL, and RAC's ability, and there's NO way that a hit isn't slipping through at least some of the time, which means that Gunner is wasted. You NEVER want to be in range 1 unless you're Oicunn, which means that Jade nearly useless. Personally, I'd take Rebel Captive over Jade. The first one to take a shot at the Deci w/ Captive on it is going to get a stress, which means either their high PS ships aren't shooting at you, or if they do, they're piling on a stress that they probably can't afford. Weapons engineer is also not necessary. If you drop gunner, jade, and WE, that's 11 points.

Consider this?

Commander Kenkirk (58)

VT-49 Decimator (44), Lone Wolf (2), Ysanne Isard (4), Rebel Captive (3), Recon Specialist (3), Anti-Pursuit Lasers (2)

Edit: Tactic is to either stay way out sniping, or to rush in and block. If your four shields are gone and you have a damage, Kirk gets +1 agility, and Isard adds an evade action. If you're at range 3, that means 2 green dice and 1 evade token. If they start getting close, then move in and get them to bump you, activating APL. Your actions will be to focus, which gives you two w/ RecSpec. One for offense, one for defense (or if things are bad, both for defense). Rolling 1-2 greens + an evade w/ 2 focus really enhances survivability. Lone wolf gets you a reroll on attack and defense, and at 58 points, you can probably keep your other ships away so that this is in effect. Rebel Captive.. see above... :)

Edited by JasonCole

That's a 66 point Decimator, which is already absurdly expensive. Half of the mods on it are fighting each other. Running EI to use Expose is good, I can get behind that. But that many red dice, with either a focus and/or a TL, and RAC's ability, and there's NO way that a hit isn't slipping through at least some of the time, which means that Gunner is wasted. You NEVER want to be in range 1 unless you're Oicunn, which means that Jade nearly useless. Personally, I'd take Rebel Captive over Jade. The first one to take a shot at the Deci w/ Captive on it is going to get a stress, which means either their high PS ships aren't shooting at you, or if they do, they're piling on a stress that they probably can't afford. Weapons engineer is also not necessary. If you drop gunner, jade, and WE, that's 11 points.

Consider this?

Commander Kenkirk (58)

VT-49 Decimator (44), Lone Wolf (2), Ysanne Isard (4), Rebel Captive (3), Recon Specialist (3), Anti-Pursuit Lasers (2)

Edit: Tactic is to either stay way out sniping, or to rush in and block. If your four shields are gone and you have a damage, Kirk gets +1 agility, and Isard adds an evade action. If you're at range 3, that means 2 green dice and 1 evade token. If they start getting close, then move in and get them to bump you, activating APL. Your actions will be to focus, which gives you two w/ RecSpec. One for offense, one for defense (or if things are bad, both for defense). Rolling 1-2 greens + an evade w/ 2 focus really enhances survivability. Lone wolf gets you a reroll on attack and defense, and at 58 points, you can probably keep your other ships away so that this is in effect. Rebel Captive.. see above... :)

What gets *really* fun about the above is that it leaves you with 42 points. Perfect for a bare Oicunn.... or a filthy Deathrain or Whisper.

I prefer Push the limit on Kenkirk if you have Isard on there as well. Getting the free Evade in the combat phase allows you to push off of that. So you can boost out of arcs or range 1's. Or helps you get TL's or focus because you had to boost as your action.

I won a local Tourney with this.

https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!98:18,-1,132,-1,102,137:-1:3:;22:27,-1:23:3:U.124&sn=Unnamed%20Squadron

It's a very strong build. But you do have to play it right. Obviously you can take off Palp and try something else for less points. Rebel Captive is a strong upgrade, The Ion Bomb was surprisingly useful as well. Got an IG with it.

Edited by Rasputindarksyde

I love the Decimator, here's what I've run with some success

Rear Admiral Chiraneau — VT-49 Decimator 46
Adaptability 0
Gunner 5
Rebel Captive 3
Darth Vader 3
Engine Upgrade 4
Ship Total: 61

"Whisper" — TIE Phantom 32
Veteran Instincts 1
Fire-Control System 2
Advanced Cloaking Device 4
Ship Total: 39

Both are PS9 which is great for activation purposes and gunner/vader is great against them pesky imp. aces. Engine upgrade is a must for the decimator, they're good at arc dodging with a turret RAC will deal some damage.

Here's another quite fun list, not very competative, but fun to fly. Dashing out stress is always fun :) There are some room for imporvement on this list though

Kath Scarlet — Firespray-31 38
Marksmanship 3
Gunner 5
Ship Total: 46

Captain Oicunn — VT-49 Decimator 42
Expert Handling 2
Tactician 2
Mara Jade 3
Rebel Captive 3
Ion Projector 2
Ship Total: 54

The Decimator with Kenkirk as pilot, with Ysanne Issard and Palpatine is an absolute tanky beast. Really can't reccomend building around that enough. I usually add predator and take Darth vader or the Inquisitor as a wingman.

Edited by Goseki1

Many thanks for the advice. I know there's a way to make this ship work. Kenkirk with Ysanne is a good combo, and will give it the EU.

Believe it or not even cards like expert handling can change things up during the game. large ships barrel rolling can really push you in some great positions

I've had a lot of success with a fairly basic decimator:

RAC + Rebel Captive + Predator + EU for 56 points

Rebel captive helps a lot and, in my experience, predator + RAC's natural ability + a focus consistently hits 3/3 or 4/4. EU is king vs lower PS. If I have spare points, I love to include a bomb.

I've got two favorite decimators:

1) (not so) cheap but effective

Patrol Leader 40

-Vader 3

-(optional) Gunner 5

Or, All in:

Chiraneau 46

-Veteran Instincts 1

-engine upgrade 4

-palpatine 8

-gunner 5

Both have been very fun for me. It is hard to justify the all in build with all the ordinence right now.

You could run Chirppy with

eu

gunner

and predator

or (my favorite)

Oicunn with gunner + Vader