Decimator 2.0

By Prosk_019, in X-Wing

5 minutes ago, SOTL said:

Sort of. A mobile arc when you've got a fixed primary is one thing, a mobile arc without that solid locked arc that the Lancers benefit from is definitely much worse.

There's definitely grades of mobile arcs. I don't think that bowtie arc is worth much more than a single mobile arc, for one. But once people get the hang of them in general I don't think they'll find it dramatically less powerful than the old PWTs.

I think FFG overestimated how often a mobile arc would actually need to be moved in 1.0, so I don't think the transition to mobile arcs required a huge price drop in and of itself. The >90° side arc requires a fair amount of work to dodge, especially if you want to keep your guns pointed at something. The bigger issue for Turrets is the mobility and efficiency loss. Without Engine upgrade to allow decimators and YT-2400s to boost and with fewer and more expensive action economy upgrades, PWTs are very vulnerable to swarms in a way they haven't been since Wave III in 1.0. They may need a price drop just to make that match winnable via support ships.

Edited by Squark
22 minutes ago, SOTL said:

That's a long wait for a train don't come.

Long wait yes, but I'm sure we will get a 2.0 only release eventually.

The new Deci has one major problem in my eyes and that's an inability to Boost, but there's an inherent answer to this: give it torpedoes. That makes its front arc a danger zone and you can leave the bow tie arcs on the sides. I'm leaning toward Ion Torps as they're cheap and make targets more predictable in the following turn to better enable a strafing shot with your turret. Vader seems a solid choice as crew - I used to love him on the 1E Deci when I used it.

Cost really is the big issue, as already mentioned. It's a big ship that eats up a lot of your squad, but it could be a great centerpiece and will certainly draw fire from your other ships.

I like the idea of a torpedo being a native threat for front arc, and leaving the bowtie as broadsides. I think the deci is going to have part of it's real power in the wingmates. Ignore the wingmate, and the deci gets position and starts unloading from the sides. Go for the deci, and the wingmates eat you.

8 minutes ago, JasonCole said:

I like the idea of a torpedo being a native threat for front arc, and leaving the bowtie as broadsides. I think the deci is going to have part of it's real power in the wingmates. Ignore the wingmate, and the deci gets position and starts unloading from the sides. Go for the deci, and the wingmates eat you.

Yes, this.

Hmph - I just realized, you can add a device to cover your rear arc as well. Jeez, this thing is a flying danger zone.

I think the decimator can be quite HIGH performing, but it requires a few add-ons to increase its action economy. Agile gunner and minister Tua are the ones that come to mind. You really want your red dice thrown every turn and you really want the shots coming at you to be mitigated in some way. For that, you need some help with moving your arc and getting the reinforce every turn.

Yeah, I just mashed up an Oicunn/Whisper duo that I like a lot. Oicunn has Intimidation and Dauntless, along w/ 5th bro, vader bro, and triple ought. Whisper is a little light, with Juke and 7th sister for a force point. Theres also synergy between 000 and 7th sis. Gimmie calculate. No, ok stress. Wait, no stress, let's barrel roll you onto that rock w/ a tractor token.

One big problem for the Deci, and Chirpy in particular, is that it is easier to keep ships in your side arcs than it is to keep them in your front/rear. The side arcs are also the area that the Deci is weakest, as reinforce does not work while flanked.

The loss of the third crew slot also means that there really isn't much reason to upgrade to the Deci vs the Lambda, as Palp has not only been seriously nerfed, but he cannot bring a friend along with him either, not even a repair tech to keep the crits at bay.

5 hours ago, Prosk_019 said:

A recent poll portrayed the Decimator as potentially under performing, but to me it looks like the ship is better costed than it was in 1.0 (both chassis and pilots) because of how darn versatile it seems now! So what gives? Are you finding the thing to be more or less powerful than in 1.0? Does it just not have the upgrades that previously kept it alive anymore such as VI and EU?

I would not draw to many conclusions from that poll. Its fun to see what peoples opinions are but thats about it! No one can say if the deci is underperforming at this stage.

Edited by Boom Owl
4 hours ago, ficklegreendice said:

They didn't, I think they need it (except Dash; too easy to get out of hand)

Yeah. In fact, maybe we should increase Dash's cost a bit, just to be on the safe side. Say, 201 points?

How's this look?

Patrol leader (80), Vader (14), 000 (3), Seismic Charges (3), Ion Torps (6), Vet Turret Gunner (8)

Saber Squadron (40), Elusive (3) x2

Total: 200

The Deci holds its own and spits death in all directions while the Sabers flank. Deci holds the middle while Sabers roll up one side - Deci veers away from Sabers to avoid hitting them with seismics while Sabers give chase to anything trailing the Deci. Sabers have elusive to help avoid rapid death if they get targeted by more than one ship at a time (likely with all the talk of swarms).

I have another version with Oicunn, but this one's my fave so far. This ship is a danger to approach because of Vader and 000 (totally stole that, thank you) and the ion torps can help manage maneuverable bandits.

33 minutes ago, Bad Idea Comics said:

How's this look?

Patrol leader (80), Vader (14), 000 (3), Seismic Charges (3), Ion Torps (6), Vet Turret Gunner (8)

Saber Squadron (40), Elusive (3) x2

Total: 200

The Deci holds its own and spits death in all directions while the Sabers flank. Deci holds the middle while Sabers roll up one side - Deci veers away from Sabers to avoid hitting them with seismics while Sabers give chase to anything trailing the Deci. Sabers have elusive to help avoid rapid death if they get targeted by more than one ship at a time (likely with all the talk of swarms).

I have another version with Oicunn, but this one's my fave so far. This ship is a danger to approach because of Vader and 000 (totally stole that, thank you) and the ion torps can help manage maneuverable bandits.

It helps that Vader doesn't do a ton of self-damage anymore.

Vader is token-stripping duty now.

He does 1 damage to a target enemy ship at R0-2 in your firing arc unless they remove a green token (costs a force)

49 minutes ago, Bad Idea Comics said:

How's this look?

Patrol leader (80), Vader (14), 000 (3), Seismic Charges (3), Ion Torps (6), Vet Turret Gunner (8)

Saber Squadron (40), Elusive (3) x2

Total: 200

Elusive on the Saber Squadron Aces makes me nervous. Not that keeping them alive is bad, but that it's 3 points for what amounts to a single-use upgrade - and that single use is just a green die reroll, which isn't particularly reliable. With Autothrusters, I don't see TIE interceptors using red maneuvers very often or they will be without actions, but I suppose a hit-and-run tactic could work if you can stand to leave the Decimator on its own. I think I like Predator better on the TIE interceptors.

Other than that, it looks like a fun list. (EDIT: And by that I mean I really like that loadout for a Decimator. I really liked Ysanne Isard, so I will definitely give Minister Tua a try).

Edited by Parakitor

I don't know, my mate and I threw this together other day just to use the droid with Vader, but turned out (for us) pretty decent:

Darth Vader — TIE Advanced 70
Supernatural Reflexes 12
Fire-Control System 3
Afterburners 8
Ship Total: 93
Captain Oicunn — VT-49 Decimator 84
Intimidation 3
0-0-0 3
Director Krennic 5
BT-1 2
Shield Upgrade *
Dauntless 6
Ship Total: 106

199pts

Hi,

Rac needs:

1) Moff jefford: to boost (with all your ships) in system phase, then take a stress token

2)make a blue manuver

3)rotate turret or what he wants

4)Minister tua: to reinforce

As gunner the only possible choise is fifth broter.

Very expensive but a monster.

To stay cheeper and slower you can use seasoned navigator instead of seasoned navigator that grant you a sort of repositioning power at I5.

I think is a good alternative

Seasoned navigator instead of moff jefford , sorry

2 hours ago, Bad Idea Comics said:

How's this look?

Patrol leader (80), Vader (14), 000 (3), Seismic Charges (3), Ion Torps (6), Vet Turret Gunner (8)

Saber Squadron (40), Elusive (3) x2

Total: 200

The Deci holds its own and spits death in all directions while the Sabers flank. Deci holds the middle while Sabers roll up one side - Deci veers away from Sabers to avoid hitting them with seismics while Sabers give chase to anything trailing the Deci. Sabers have elusive to help avoid rapid death if they get targeted by more than one ship at a time (likely with all the talk of swarms). 

I have another version with Oicunn, but this one's my fave so far. This ship is a danger to approach because of Vader and 000 (totally stole that, thank you) and the ion torps can help manage maneuverable bandits.

Veteran Turret Gunner is a trap. Your opponent should never be on both flanks unless you've done something horribly wrong, and you're much better off spending points on making your ship better all the time than better only when you really, really screw up. Don't get me wrong, using the Decimator as bait isn't a bad idea, but flying into the middle of a swarm will still get it killed. Upgrading to Juke on the Sabers seems more attractive, honestly.

best gunner on a Deci is agile gunner, gives you a MASSIVE freedom of movement while leaving your action open to reinforce or modify your shot

...well, it's 10 points so your best gunner is actually NO gunner until the Deci's base price comes down

I like vet turret gunner for two reasons:

1. I can capitalize on a mistake my opponent makes. If they leave me targets I will shoot them.

2. A smart opponent will try to stay to one side, making them relatively predictable and able to be coralled to make better targets for the Squints.

That said, I've toyed with the idea of spending those 8 points on RAC instead of the gunner. But I do like the idea of barreling in to draw fire from the Squints.

I don't disagree with you guys, but those are my reasons for putting that gunner in.

I just really wish if the Ghost were cheaper and had 3 attack dice, while the Deci would have 4.

Then the ghost can be a tricksy tool box, with the Deci being a fearsome tank.

You don't need a four die primary when ya got Lord Vader!

13 minutes ago, ficklegreendice said:

You don't need a four die primary when ya got Lord Vader!

This is almost why I’d rather have vader on the lowest init possible and have high init wingman. Make the wingmen strip tokens and use vader to push damage. It would completely be torn apart by swarms though, too many targets. Never want to see 1.0 sabine bombs come back but a harpoon missle might just swing the balance back against swarms, and arcs matter and all that.

Trajectory Simulator, my friend. Kiss swarms goodbye

Honestly, though, hitting swarms wouldn't help the deci much. A gaggle of solid ships, such as Xs or ESPECIALLY barrage Rocket bombers, will fly through it about just as easily

Poor thing just needs a cost reduction (or trajectory Sims of their own... launchable devices, anyone?)