I think I’ve found a Decimator build worth using?

By DakkaDakka12, in X-Wing Squad Lists

Patrol Leader (72)
Admiral Sloane (10)
Darth Vader (14)
Agile Gunner (8)
Shield Upgrade (3)

Ship total: 107 Half Points: 54 Threshold: 9

Academy Pilot (23)
Ship total: 23 Half Points: 12 Threshold: 2

Academy Pilot (23)
Ship total: 23 Half Points: 12 Threshold: 2

Academy Pilot (23)
Ship total: 23 Half Points: 12 Threshold: 2

Academy Pilot (23)
Ship total: 23 Half Points: 12 Threshold: 2


Total: 199

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v5!s!216:-1,14,26,76,-1,165,-1:;229:-1:;229:-1:;229:-1:;229:-1:&sn=New Squadron&obs=

If I understand correctly once Sloane procs, Vader can do free damage to the double stressed ship until he gets tokens again(assuming I maintain arc)

19 minutes ago, DakkaDakka12 said:

If I understand correctly once Sloane procs, Vader can do free damage to the double stressed ship until he gets tokens again

Correct.

Yes. Vader will damage a ship if it has no green token to remove.

I think you're biggest issue is to make sure the TIEs get shot before the deci. If your opponent focuses on the decimator, than they take no stress. There is a stream on Youtube that shows a reaper with sloane and a tie swarm that does pretty awesome. I think it was gold squadron but don't quote me on that

1 hour ago, Biggsy_boy said:

Yes. Vader will damage a ship if it has no green token to remove.

I think you're biggest issue is to make sure the TIEs get shot before the deci. If your opponent focuses on the decimator, than they take no stress. There is a stream on Youtube that shows a reaper with sloane and a tie swarm that does pretty awesome. I think it was gold squadron but don't quote me on that

I think my opponent would lose if he targets the Deci unless he has multiple proton Torpedos.

A reinforced deci will take too long to kill.

You really want to give my 4 ties & the deci 3+ turns of shooting?

I’ll get the ties into range 1 and you will start losing ships before you can remove the Decimator.

its more effective to remove ties as you remove firepower at a faster rate.

If I can’t kill anything in 3 turns of shooting while having a double sided turret and 4 other ships, either you are the best arc dodger in the world or I am brand new to X-wing and just bad at the game.

My only thought is what if I lose ties too fast.

It's a good concept.

I can see 3 places where it could fall over (any squad has them, that's not a criticism..)

  1. It's not just torpedo-bombers that threaten the command ship:
    • A TIE swarm with massed 2-dice attacks could chop up a decimator in 2 turns quite realistically, as single-hit attacks go straight through reinforce and you have no agility to mitigate them, plus a swarm can realistically block the decimator and prevent it reinforcing - and if that happens, 5-6 range 1 attacks can make a credible attempt at taking the VT-49 out in a single round.
    • Heavy Swarms can make a bit of a mess, too - Strikers are unlikely to come in from a neat 180' arc, and reinforce suffers in a crossfire, whilst TIE Advanced will be doing relatively limited damage (it's still 5 3-dice attacks and with the patrol leader's low initiative and lack of repositioning, getting Advanced Targeting Computer up isn't hard, though), but a garuanteed critical in every single attack can batter the hull-heavy decimator into uselessness disturbingly quickly.
  2. If you're relying on reinforce, the decimator's primary weapons won't be doing that much damage - you can use Vader for dice modification but I agree with you that using him for token removal/damage is a better choice. 4 TIE fighters on a Tokenless target should do a fair chunk of damage if you can get them all lined up, though, and unlike "Howlrunner" you're not pinned to a range 1 bubble, so creating a crossfire that's hard to avoid should be a lot easier, but you are short on firepower in the initial engagement, especially if the opening shots are exchanged at range 3.
  3. Squads which can chew through stress easily (like Nien Numb, who really doesn't give a monkey's about the Admiral), and which have multiple ships at the same pilot skill, can adapt to deal with Sloanes ability better, because it's not really in your gift to control which enemy ship lands the killing blow and hence eats the stress tokens in the same way it is with a trio of aces locked into a specific attack order.

While I appreciate what you are trying to do with the list, i feel that since the Deci doesn't really buff the ties, and the ties don't do much for the Deci, your list seems a bit vague. And it's a shame not to use Oicun or RAC, since their effects are very powerful.

I've been trying this out, thinking of taking it to an event in a couple of weeks to see how it does. Seems to me the best use of the Deci, it's slots and pilots:

RAC

Trick Shot

Minister Tua

Fifth Brotha

Hull Upgrade

Soontir Fell

Predator

Academy TIE

Academy TIE

200 in the nose.

https://raithos.github.io/?f=Galactic%20Empire&d=v5!s!214:133,-1,49,-1,82,-1,164,-1:;179:127,-1,-1:;229:-1:;229:-1:&sn=Unnamed%20Squadron&obs=

RAC is great, especially with Tua to always guarantee the reinforce, fifth Brother doubles down on RACs effect and is a free focus, and with trick shot you don't mind flying behind rocks to get at least one green dice on the return.

Soontir is well, Soontir, and the ties are great for blocking or just putting through a little extra damage. Been working for me so far!

17 hours ago, DakkaDakka12 said:

I think my opponent would lose if he targets the Deci unless he has multiple proton Torpedos.

A reinforced deci will take too long to kill.

You really want to give my 4 ties & the deci 3+ turns of shooting?

I’ll get the ties into range 1 and you will start losing ships before you can remove the Decimator.

its more effective to remove ties as you remove firepower at a faster rate.

If I can’t kill anything in 3 turns of shooting while having a double sided turret and 4 other ships, either you are the best arc dodger in the world or I am brand new to X-wing and just bad at the game.

My only thought is what if I lose ties too fast.

Depends on the list. A 2-3 ship list definitely couldn't kill the Deci in round. But some of the recent rebel swarms could. Especially if it's one with a B-wing that has jamming beam. It would knock off the reinforce, than the rest goes to town.

I do think it's a strong combo thou. Most lists will try and initiative kill a tie or 2. The combined stress would be pretty brutal.

This would be the only other list I’ve thought of to try to run a Deci with some chance of victory, just not sure how I feel about the advanced

Patrol Leader (72)
Grand Moff Tarkin (6)
Tactical Officer (2)

Ship total: 80 Half Points: 40 Threshold: 8

Tempest Squadron Pilot (38)
Fire-Control System (2)

Ship total: 40 Half Points: 20 Threshold: 3

Tempest Squadron Pilot (38)
Fire-Control System (2)

Ship total: 40 Half Points: 20 Threshold: 3

Tempest Squadron Pilot (38)
Fire-Control System (2)

Ship total: 40 Half Points: 20 Threshold: 3


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v5!s!216:-1,34,61,-1,-1,-1,-1:;178:113,-1,-1:;178:113,-1,-1:;178:113,-1,-1:&sn=Unnamed Squadron&obs=

The thought process would be something like tarkin lets all the advanced change target after killing their initial target without wasting their action.

It does mean the deci can’t use the lock the turn b4 tho.

Edited by DakkaDakka12
19 hours ago, Tamatheemperor said:

And it's a shame not to use Oicun or RAC, since their effects are very powerful.

It is, but I get wanting to use a generic to carry Sloane. Firstly, it means you have more points to spend on more warm bodies, secondly, it means you get to shoot after your opponent, which means (in theory) after they get a kill and suck up reroll-granting stress tokens.

15 hours ago, Biggsy_boy said:

Depends on the list. A 2-3 ship list definitely couldn't kill the Deci in round. But some of the recent rebel swarms could. Especially if it's one with a B-wing that has jamming beam. It would knock off the reinforce, than the rest goes to town.

Quad T-70s, the same. That hardpoint means they always have the option of a jamming beam if they're not carrying anything heavier, and Reinforce tokens are the one time I'd voluntarily give up a primary attack to use one.

8 hours ago, DakkaDakka12 said:

Patrol Leader (72)
Grand Moff Tarkin (6)
Tactical Officer (2)

Ship total: 80 Half Points: 40 Threshold: 8

Tempest Squadron Pilot (38)
Fire-Control System (2)

Ship total: 40 Half Points: 20 Threshold: 3

Tempest Squadron Pilot (38)
Fire-Control System (2)

Ship total: 40 Half Points: 20 Threshold: 3

Tempest Squadron Pilot (38)
Fire-Control System (2)

Ship total: 40 Half Points: 20 Threshold: 3 

I'm impressed that fits now.

The good news:

As noted, Tarkin gives you great action efficiency; in theory you lock one target with the decimator, lock another target with everyone else, waste target #2 with 3 advanced targeting computer shots, then in the system phase switch everyone's locks to target #1.

The bad news:

Because (unlike Colonel Jendon) everyone still has to get within combat range to acquire their locks, that means on turn 1 of the combat the Decimator has no tokens that it can spend, making its attack relatively weak, and critically has no reinforce token, making it a very attractive target (especially since its wingmen are now much tougher and harder to initiative-kill). Fortunately it's still highly unlikely you'll lose it in one turn.

On turn 2, the list swings into high gear. The VT-49 reinforces, meaning finishing it off is a lot harder, can afford to spend its target lock on its own attack, and the TIE/x1 switch their locks for free, allowing them to talon roll or turn and focus/link/barrel roll to line up shots without compromising their firepower.

Basically, like most TIE/x1 based squads, turn 1 is going to hurt, but provided you survive you can get some painful revenge in the mid-game.

My one suggestion? Given that you're getting locks 'for free', and you're hoping to gun down targets in short order, is Fire Control really what you want? For an ace TIE/x1 who wants to dogfight several turns in a row, sure, but there's a real argument with generics for just acquiring the lock and not hesitating to throw the whole lock into a multiple-dice-reroll. That plus the Tactical Officer could be swapped out for Minister Tua, which @Tamatheemperor correctly points out delivers a massive chunk of durability to a hull-heavy VT-49.

Which list seems better?

The Sloane/vader with ties punishes my opponent if he kills a tie, my worry is if he kills 2 ties in the same turn then I suffer a loss in the trade.

The advanced/tarkin list lacks the sloane/vader free damage trick and has less attacks(more red dice tho)

I think the advanced list is better, would it be worth it to scrape points to swap 1 advanced for 2 ties?

That would make a 5 ship list, Deci, 2 advanced, 2 ties.

Part of me feels like 1 Advanced is better than 2 ties on offense, but weaker on defense.

So thinking about a Sloan Deci, I kinda like the thought to pair it with a pair of Juke Sigma Ace Phantoms. You could get a Patrol Leader + Vader + Hull, or cut Vader to upgrade to Oicunn to get something like Intimidation and Dauntless, with 3 points to play with (shield or Tactical Officer).