Decimators

By chr335, in Star Wars: Armada

I think Decimators will be good because their anti-ship is so lethal that enemy squads are going to want to attack them, mitigating heavy. 3 of them are throwing 9 blue dice, throw in Rhymer, Boba and Dengar and that's 10 blue 3 black, more than enough to erase a small ship or seriously cripple a larger one.

Decimators don't require squad commands and don't benefit from bomber command center, this frees up a lot of points are normally required to make Tie bombers work. The fact they have counter is also huge, it significantly ups their anti-squad damage.

Edit: Best for Last. I can drop all those gozantis, and other junk I was using to make Tie bombers and their escorts work and invest those points in real ships.

I'd agree if Decimators had bomber. 1.5 Damage isn't really that worrysome.

I think Decimators will be good because their anti-ship is so lethal that enemy squads are going to want to attack them, mitigating heavy. 3 of them are throwing 9 blue dice, throw in Rhymer, Boba and Dengar and that's 10 blue 3 black, more than enough to erase a small ship or seriously cripple a larger one.

Decimators don't require squad commands and don't benefit from bomber command center, this frees up a lot of points are normally required to make Tie bombers work. The fact they have counter is also huge, it significantly ups their anti-squad damage.

I agree. A standard 3 Tie/B with Rhymer, 2 flotillas and 1 BCC is 97 points. 101/105 if you add BC to stay outside threat range, and you have to maneuver in a fashion to keep the bombers in range. Average of 5.15 damage.

Think of all the anti-squad tricks you can do with 97 points.

2 Decimators are 6 blue anti ship dice, which averages 3 damage and 1.5 Acc for 44 points. You do lose the 2 activations, but you can now run those flotillas as something other than BCC+BC ships. Like a Raider or Comms Net. Or get Relay and still run squad commands.

This is where the Lambda comes in: To keep that Gozanti FAAAR away.

I'm thinking about mixing a few Decimators with some Phantoms. The CLOAK ability lets the Phantoms lock down enemy squadrons very effectively, to cover the weakness of the HEAVY Decimators. And the 4 blues don't hurt one **** bit.

What happens when your opponent concentrates fire on the Phantoms? 4 HP is not great for 14 points (see: A-Wings) and then it allows his squadrons to book it if necessary. I'd think if you wanted something to hold enemy squadrons down for the Decimators, Valen Rudor and/or TIE Defenders and/or Aggressor Assault Fighters (also Counter 1, also Rogue) would be preferable.

I think people may be overvaluing the 3 blue anti-ship from Decimators. It's the same 1.5 damage as the 4 point cheaper Firesprays deal but without the ability to inflict crits. I don't dispute that the Decimators are sturdier at 8 hull or that their anti-squadron attacks are better (2.25>1.5, plus Counter 1 for the Decimator), but Heavy needs to be considered if you're planning on using them against enemy squadrons as your mainstay. I'm not really sure it's a squadron that really likes being spammed much but I can see the value in bringing 2 or so of them to supplement your other squadrons.

Decimator have potential of maximum 3 hits for 22p (usually 1,5dmg and no crits)

2 Tie Bombers have potential of maximum 4 hits for 18pts (remaining 3pts go to the fletchette missiles on raider). Usually the do 3dmg to the ship.

I know that they looks like multitool but usually multitools are too cumbersome to use like normal screwdriver for example (If you knkw wathat I mean)

I dont say they are Bad but for me cost-effect is in favour of Tie Bombers (still the best bomber in armada in my opinion). They are not as good as Fighters (with exceptions of Morna but she is too overpriced) and in bomber role they are not as good as Firespray for example.

I think Decimators will be good because their anti-ship is so lethal that enemy squads are going to want to attack them, mitigating heavy. 3 of them are throwing 9 blue dice, throw in Rhymer, Boba and Dengar and that's 10 blue 3 black, more than enough to erase a small ship or seriously cripple a larger one.

Decimators don't require squad commands and don't benefit from bomber command center, this frees up a lot of points are normally required to make Tie bombers work. The fact they have counter is also huge, it significantly ups their anti-squad damage.

Edit: Best for Last. I can drop all those gozantis, and other junk I was using to make Tie bombers and their escorts work and invest those points in real ships.

This I've highlighted the important part. Finally the Imperials have a ship that is dangerous enough on Anti ship that your opponent no matter if rebel or imperial has to deal with it.

Decimators are the real deal because they are the complete package. Fast enough to catch ships, Enough anti ship to matter, with enough Hull to be immune to Anti squadron off ships, and with enough Anti squadron and counter to deal with fighters in a even basis. And you don't have to give them anything. No planned squadron orders with making sure they can be in range for a order, none of that.

And at this point, Jan is so ubiquitous, that Heavy keeping them from being 23 points is worth it.

All good points, it just struck me looking at my current list how many points I'm spending to make the old Imperial squadrons work. Flight controllers, bomber command center, boosted comms, gozantis, this is all on top of the fighters and bombers themselves. Yes it's 1.5 average damage, but I don't think most people would be comfortable letting me fire 3 or 4 of these at their ship.

How many of you play with bombers? How often do you bring Intel? How much Intel do you bring?

Decimators don't care about Heavy because they will get it anyway from Intel. The only time it hurts is if you run into an anti-squad fleet, at which point your ships don't have to worry about bombers. Kristjan made a good point about the multi-role Decimators can take on.

Honestly I am glad decimators don't have bombers because imagine what would they cost.

How many of you play with bombers? How often do you bring Intel? How much Intel do you bring?

Decimators don't care about Heavy because they will get it anyway from Intel. The only time it hurts is if you run into an anti-squad fleet, at which point your ships don't have to worry about bombers. Kristjan made a good point about the multi-role Decimators can take on.

Yes, but if you're chasing after an Intel-aided bomber swarm, how much good will you be getting from 22 points for 2.25 damage to a squadron per turn per Decimator? Without Intel of your own, how are your Decimators attacking enemy ships? I see a lot of "best case" thinking going on in this thread which seems to be blowing Decimators out of proportion to what they actually do.

How many of you play with bombers? How often do you bring Intel? How much Intel do you bring?

Decimators don't care about Heavy because they will get it anyway from Intel. The only time it hurts is if you run into an anti-squad fleet, at which point your ships don't have to worry about bombers. Kristjan made a good point about the multi-role Decimators can take on.

Yes, but if you're chasing after an Intel-aided bomber swarm, how much good will you be getting from 22 points for 2.25 damage to a squadron per turn per Decimator? Without Intel of your own, how are your Decimators attacking enemy ships? I see a lot of "best case" thinking going on in this thread which seems to be blowing Decimators out of proportion to what they actually do.

They kill squads with black dice. I'd only every run 2 max with a lot of supporting aces like Dengar. Rhymer is a good addition, but I don't think Deicmators should be put in a list to attack ships. They want to chase squads and pick them apart.

They do 2.25 average damage to squadrons for 22 points. Why not just run Aggressors instead if you're committed to a speed 3 Rogue with Counter 1? It's much more cost-effective against squadrons.

To reiterate, I'm not saying "don't use any Decimators, they're bad" but there seems to be a lot of "I'm just going to run piles of Decimators and they're going to destroy everything that gets in their way because reasons." I think 2 in addition to other squadrons is fine, though. I think they'll do well as TIE support - they're good for being a durable Swarm node and they can chase ships around later on once the TIEs have mopped up enemy squadrons.

They do 2.25 average damage to squadrons for 22 points. Why not just run Aggressors instead if you're committed to a speed 3 Rogue with Counter 1? It's much more cost-effective against squadrons.

To reiterate, I'm not saying "don't use any Decimators, they're bad" but there seems to be a lot of "I'm just going to run piles of Decimators and they're going to destroy everything that gets in their way because reasons." I think 2 in addition to other squadrons is fine, though. I think they'll do well as TIE support - they're good for being a durable Swarm node and they can chase ships around later on once the TIEs have mopped up enemy squadrons.

Agreed.

I don't think they're bad exactly, but they're not super duper winners either.

Like most Imperial squadrons, they'll be good if you use them correctly, but you can't just throw them into a list and expect them to decimate.

You can run better specialized ships. Bombers will bomb better. Interceptors will anti squadron better. Ties will give you better speed, YV666's will give you better cost.

The VT-49 is a generalist. Its got an answer for every question, and it didn't cost you any of the extra band aid stuff to get those answers onto the table.

They do 2.25 average damage to squadrons for 22 points. Why not just run Aggressors instead if you're committed to a speed 3 Rogue with Counter 1? It's much more cost-effective against squadrons.

To reiterate, I'm not saying "don't use any Decimators, they're bad" but there seems to be a lot of "I'm just going to run piles of Decimators and they're going to destroy everything that gets in their way because reasons." I think 2 in addition to other squadrons is fine, though. I think they'll do well as TIE support - they're good for being a durable Swarm node and they can chase ships around later on once the TIEs have mopped up enemy squadrons.

You can run better specialized ships. Bombers will bomb better. Interceptors will anti squadron better. Ties will give you better speed, YV666's will give you better cost.

The VT-49 is a generalist. Its got an answer for every question, and it didn't cost you any of the extra band aid stuff to get those answers onto the table.

Decimators are heavy which excludes them from pinning down squadrons, something I would want from a generalist squadron. As others mentioned already, there are other squadrons which can function in every role and outperform a decimator as generalists while doing so - Aggressors are great generalists with no need for other squad support or carrier ships. If having carriers is not an issue I think the TIE defender will take the crown for the best imperial generalist squadron as he can shoot at anything with good/okay results, survives a brawl or flak fire and more importantly is able to pin down enemy bombers due to high speed and not being heavy.

Decimators might do well as flankers, but unfo their heavy is the biggest weakness on them in my opinion. They are simply not annoying enough to force enemies to shoot them just because of their mere existence, and pure brickyness is not valued as long as we dont get an imperial Sato.

I'm really liking the idea of taking 2-3 of these pushed by a flotilla as my new hyperspace assault option. 6-9 blue dice in your rear arc is something that will certainly draw attention to it. Even if my opponent doesn't doesn't pick HA the 2-3 Decimators will either draw a lot of fire away from my remaining fighters and ships, forcing Sato players to either run a ton of fighters or give up some advantage to chase them, or nicely soften up a ship before my ships open fire.

Something like this:

Faction: Galactic Empire
Points: 399/400

Commander: Moff Jerjerrod

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions


[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Moff Jerjerrod ( 23 points)
- Avenger ( 5 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
= 166 total ship cost


Arquitens-class Light Cruiser (54 points)
- Turbolaser Reroute Circuits ( 7 points)
= 61 total ship cost


Arquitens-class Light Cruiser (54 points)
- Turbolaser Reroute Circuits ( 7 points)
= 61 total ship cost


Gozanti-class Cruisers (23 points)
= 23 total ship cost

2 VT-49 Decimators ( 44 points)
4 TIE Interceptor Squadrons ( 44 points)

Edited by Grinoch

You could stick a pair in Rapid Launch Bay Gozantis as well. Stick Bomber Command Center in there as well for some dice control.

I think the high dice values are what impress me about the Decimators. That and they throw three dice on bombing runs, which no other craft has. Others can output that much damage, but not with that many dice.

Edited by Norsehound

You could stick a pair in Rapid Launch Bay Gozantis as well. Stick Bomber Command Center in there as well for some dice control.

I think the high dice values are what impress me about the Decimators. That and they throw three dice on bombing runs, which no other craft has. Others can output that much damage, but not with that many dice.

Decimators do not benefit from bomber command centers as they dont have bomber, sadly.

They will be in list for sure, but maybe not 4 or 5 of them (because of the mention ''heavy''). At least, Morna Kee don't have ''Heavy'' so she will maybe be the key of the problem.

At a slight tangent to the rest of the topic, where does the Decimator appear in the canon? Or is it a legends craft?

At a slight tangent to the rest of the topic, where does the Decimator appear in the canon? Or is it a legends craft?

It was Canonised by the Star Wars: Commander Game. (As was the Defender)

And I'm unsure of the Ship Itself, but the Hero was Canonized in "Aftermath", I believe.

The VT Decimator shows up first in Star Wars Galaxies... a source of many strange and bizarre designs. It's taken me a long time to get past the TIE Fighter cockpit and R2D2 head of the Decimator... mostly because I'm no longer staring directly at my X-Wing VT Decimator.

If it were up to me they'd be ATR-6s from TIE Fighter. Less of a patrol ship but more of a deadly super-armed transport that was always difficult to approach, and fired Proton Rockets. You often had to mobilize to (somehow) stop them, and it was always a dangerous proposition even in shielded starfighters.

Edited by Norsehound

Speaking of TIE variants, I hope we get TIE Avengers some day.

Cheers Norsehound.

Avengers and Gunboats are still mysteriously absent from the miniatures games. I don't get it. Gunboats have a cult following on the X-Wing forums for this reason (though it helps it's a beautiful fighter).

If there is a reason LFL/FFG has, I'd be interested to hear it. At least it would quash all the hypothesizing from us.

On the matter of VTs though, Mel has ATR-6s you could probably use as stand-ins. I still need to pick up a few proxies to replace the Scum (that I don't need). For instance, Escort shuttles in place of Firesprays, at least until (hopefully?) FFG gives us some real ones. At least I don't have to replace Jumpmasters with Lambdas now.