Space Tank

By fruitcakebat, in X-Wing Squad Lists

I've been playing around with a tanky Decimator build that feels like it's coming together quite nicely. It's not top tier competitive or anything, but I want to make sure it can give as good as it gets:

Commander Kenkirk (44)

Lone Wolf

Agent Kallus

Rebel Captive

Ysanne Isard

Engine Upgrade

*59*

I really like the way LW and Kallus work together. I love having the massive hull of a Deci behind two evades in the lategame (so hard to finish off). I love having free rerolls and focus, meaning using the boost doesn't hurt your dice mods much.

Captive is very effective as an anti-Expertise tool. Engine lets me threaten to arcdodge against low PS foes.

I don't like massive alpha strikes that can make the defensive investments not earn their points. I've thought about Counter-Measures as an option. It gives a green die to reroll and Kallus against early attacks, and helps stagger incoming ordanance strikes to help get all the defensive tools online. But you'd end up with a wasted action a lot.

I'm also not sure what to pair it with. My first instinct is a sledgehammer, to wipe out anything that might trump my endgame. Missile strike or Doom Deci or something similar. Or possibly another endgame monster (say Omega Leader and an elite TIE) so there are no good choices on what to leave until last. Or maybe a Phantom, though no Kallus does suck a lot.

Input is very welcome. I have fairly expansive fleet, so happy to hear suggestions for wingmen, or tweaks to the core build.

If you swapped out somebody for Kylo, I'd say throw in Maarek Stele in an Advanced or Colzet for crit-city. Or move maybe one point for a pair a Scimitar Squadron Pilots with Extra Munitions, Cruise Missiles, Guidance Chips, for some explosions. Or both. :)

I think Quickdraw would be a nice accessory here. Either she dies fast after dealing a lot of damage, allowing LW to be guaranteed, or your opponent leaves her untouched trying to burn down your absolute monster of a tank, and she is perfectly potent in the late game.

For the Kenkirk build, I'd lose the rebel captive. Ultimately, you want him getting shot. There are many options for another crew, from Kylo coupled with Vader wingman, to Gunner, etc maybe Boshek and the title to allow for bumping shenanigans.

I really like Kylo, with the action to spare. Engine felt like trying to avoid a liability rather than real value at only PS 6. That lets you take Counter-Measures without wasted actions as a drawback.

That also frees up a point. So you could then build :

Commander Kenkirk

Lone Wolf

Ysanne Isard

Agent Kallus

Kylo Ren

Counter-Measures

58

Can pair with any of:

Big Badda Boom:

Scimitar Squadron Pilot

Cruise Missiles

Extra Munitions

Guidance Chips

21 x 2 = 42

Fun Police:

Omega Leader

Juke

Comm Relay

26

Dark Curse

16

Natural 20:

Commander Alozen

Adaptability (+1)

Cruise Missiles

Guidance Chips

TIE/x1

ATC

29

Black Squadron Pilot

A Score To Settle

14

The last one has to cut CM, then has two points to spend (Anti-Pursuit Lasers, maybe?).

I'm liking the range of options. I haven't even tried a Vader or QD build. This flagship is going to be fun to fly.