Decimator 2.0

By Prosk_019, in X-Wing

Really want to try Moff JJ on a deci (ESPECIALLY oicuun)

Still would need a price drop to get decent wingmen, though

On 10/3/2018 at 2:06 AM, ficklegreendice said:

Really want to try Moff JJ on a deci (ESPECIALLY oicuun)

Still would need a price drop to get decent wingmen, though

This could be interesting with bomber wingmen or tragedy punishers with I above the deci's. Skilled bombardier or tragedy with a pre-drop/launch boost makes bomb location really flexible and can throw some nasty surprises.

eg visualize the start and end positions of a bomber doing a boost right then using a 2 left bank template to drop a Connor net. Or the reach on a seismic dropped that way.

RAC/Vader is fun but perhaps not competitive. Vader ends up getting chased by their entire list while the deci tries to turn around.

I'm just about to try RAC/tua with barrage Jonus and APT Rhymer for some credible jousting.

Double post -, -

Edited by Goseki1

I've tried Tua/RAC with an ace before and it was fine, but RAC has issues with action economy and his blue moves are much reduced from 1.0. If you're spending an action to turn your Turret then you're not getting many mods.

I wonder if agile Gunner helps here; you have to plan ahead and you're essentially signalling your next move but without boost its generally obvious where you're going with RAC. As a wingman I like Rexlar but ion missile gunboats x2 might be good partners?

Rexler + RAC

(88) Rear Admiral Chiraneau
(10) Agile Gunner
(7) Minister Tua
(2) Hull Upgrade
Points 107

(84) Rexler Brath
(4) Juke
(5) Collision Detector
Points 93

Total points: 200

5 hours ago, Goseki1 said:

I've tried Tua/RAC with an ace before and it was fine, but RAC has issues with action economy and his blue moves are much reduced from 1.0.

I find the Decimator's blue moves improved over 1.0, where you had to go at least speed 2 to clear stress. That made it harder to stay in the fight.

It made it easier to control range, though I suppose what I really miss is the ridiculous boost XD

I've been flying this list a fair amount recently, and it's been producing good results - somewhat surprisingly to me, as I'd assumed that two ship builds were going to be in a very bad spot. You need to be aggressive with RAC and cagey with Rexlar however, as for all that Chiraneau can put the hurt on things he's not a late game ship by any stretch of the imagination.

The 2 point Hull Upgrade is really worthwhile, often keeping the Decimator on the board for a turn longer than your opponent wants. Vader is amazing, particularly if you're getting the bonus Reinforce action from Tua to get some decent defence and offensive dice modifications going. Tua's start of Engagement Phase timing is just excellent for leveraging your Reinforce to best effect.

Rear Admiral Chiraneau (88)
Darth Vader (14)
Minister Tua (7)
Hull Upgrade (2)

Rexler Brath (84)
Juke (4)

Total: 199

View in Yet Another Squad Builder 2.0

I like that a lot as well. Did you have much trouble keeping ships in arc though?

I have flied the decimator with that, and I find it quite interesting Tactical officer can be useful to get an action on Soontir to surprise the opponent, without getting stressed:

Patrol Leader — VT-49 Decimator 80
Darth Vader 14
Tactical Officer 2
BT-1 2
Seismic Charges 3
Shield Upgrade 3
Ship Total: 104
Soontir Fel — TIE Interceptor 52
Predator 2
Shield Upgrade 8
Stealth Device 8
Ship Total: 70
"Night Beast" — TIE Fighter
Edited by Silver_leader
1 hour ago, Goseki1 said:

I like that a lot as well. Did you have much trouble keeping ships in arc though?

Sometimes - I'm usually spending an action to rotate arc a couple of times a game, although less as I get more used to flying the Decimator. Getting people to chase it is the ideal, but easier said than done. :D

33 minutes ago, Jarval said:

Sometimes - I'm usually spending an action to rotate arc a couple of times a game, although less as I get more used to flying the Decimator. Getting people to chase it is the ideal, but easier said than done. :D

It's the main issue I've had and why I want to take agile Gunner, but it really reduces the wingman options (probably rightly so too XD)

TIE/ph Phantom - •“Whisper” - 76
•“Whisper” - Soft-Spoken Slayer (52)
Juke (4)
•Darth Vader (14)
Stealth Device (6)

VT-49 Decimator - •Rear Admiral Chiraneau - 123
•Rear Admiral Chiraneau - Advisor to Admiral Piett (88)
•Lone Wolf (4)
•Emperor Palpatine (13)
Static Discharge Vanes (6)
•Fifth Brother (12)

Total: 199/200

This list recently placed 5th out of 28 players at a tournament. A very interesting list but looks to be a solid one. Only thing that confuses me are the static discharge vanes. In this list RAC really only needs to worry about reinforcing or rotating arc due to all of the mods his upgrades give. What do you guys think about it?

On 8/21/2018 at 10:35 AM, ficklegreendice said:

A few thoughts for m a guy who couldn't be happier that pwts got sent back to whatever lazy **** spawned them

1.) New mobile mechanic arc is amazing, requires ACTUAL DECISION MAKING and the ability to plan ahead

Pinch me, I'm dreaming

2.) Reinforce is great, but you still burn FAST.

3.) I had been under the assumption that nerfed pwts were going to get cost reductions to around the Lancer's cost (approx health the list)

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

The Deci nowadays is basically just a slightly better YV, I think the base cost REALLY needs to come down. Imo, I'd start it out priced the same as the VCX (70)

The Deci should also be cheaper than the yts because it can't reposition

Ran Cheri with Vader crew + trickshot + tua. Really good loadout (even after I got a string of crits resulting in five stress AND damaged sensor array...), just feel it's overcosted

The lancer is 2 points cheaper in 2nd edition when compared with 1st edition

Shadowport hunter 1.0 33

Shadowport hunter 2.0 64

Back on topic the Decimator would probably be fixed if it had boost.

If it stays without boost it needs to be cheaper so you can run multiple ships with it.

I feel like in 2.0 you need at least 3 firepower 3 ships to be competitive or 5 firepower 2 ships.

On 10/2/2018 at 6:06 PM, ficklegreendice said:

Really want to try Moff JJ on a deci (ESPECIALLY oicuun)

Still would need a price drop to get decent wingmen, though

It is actually also a way to protect deci from higer initiative aces with repositioning that can easely dodge him.

You move too far away and aces can't dodge you.

Try it... it's not easy and situational but with practice it shuld work