Bloodstripe Baron 510 Posted December 31, 2014 What will keep a Decimator alivebthe longest. (By itself without other ships to target/ dtf or other things) Right now I'm on: Commander Kenkirk — VT-49 Decimator 44 Expert Handling 2 Rebel Captive 3 Ysanne Isard 4 Navigator 3 Engine Upgrade 60 points total. Anything more defensive out there? 1 "Quickdraw" reacted to this Quote Share this post Link to post Share on other sites
Nynox 74 Posted December 31, 2014 Well, if it's against every other type of enemy, including turrets, I'd say Lone Wolf or Determination. Quote Share this post Link to post Share on other sites
treybert 893 Posted December 31, 2014 maybe even PTL, then you can boost off of isard at the start of combat. Kenkirk is ps6, so maybe jerjerrod might prove more useful than navigator. Jettisoning that rebel captive into space will teach those stinkin' rebels a lesson! 2 oneway and Radzap reacted to this Quote Share this post Link to post Share on other sites
Jo Jo 4,808 Posted December 31, 2014 He can get downright tanky with PTL. Especially when you can boost after the Isaard Evade and get out of arcs. Quote Share this post Link to post Share on other sites
ObiWonka 7,081 Posted January 1, 2015 (edited) Personally, I wouldn't put too much stock in arc-dodging with a PS6 ship, not to mention a large one. I also don't like paying for conflicting actions (you can't get use out of both Expert Handling and Engine Upgrade at the same time, for example). If it works for you, use it, but here's my go-to defensive Decimator: Commander Kenkirk (44) + Ysanne Isard (4) + Counter-Measures (3) + Rebel Captive (3) + Moff Jerjerrod (2) + Determination (1) (57 points total) I usually have Intelligence Agent in place of Rebel Captive, as the former is a cheaper victim for the Moff, though the latter does add some more abstract defense (deterrent, rather than actual dice or evades). Counter-Measures acts as a one-shot Expert Handling that can also significantly increase your durability against multiple fighters, especially when Kenkirk and Isard have both kicked in. Between the Moff and Determination, you should very rarely see a face-up card. Edited January 2, 2015 by ObiWonka Quote Share this post Link to post Share on other sites
Grave13 235 Posted January 1, 2015 (edited) Personally, I wouldn't put to much stock in arc-dodging with a PS ship, not to mention a large one. I also don't like paying for conflicting actions (you can't get use out of both Expert Handling and Engine Upgrade at the same time, for example). If it works for you, use it, but here's my go-to defensive Decimator: Commander Kenkirk (44) + Ysanne Isard (4) + Counter-Measures (3) + Rebel Captive (3) + Moff Jerjerrod (2) + Determination (1) (57 points total) I like this.. but would determination be all you need instead of bringing in Moff? Doesnt determination already do what the Moff does but on a more permanent basis? Im not dissing the idea I just want to know the reasoning for having both determination and Moff Edited January 1, 2015 by Grave13 Quote Share this post Link to post Share on other sites
StevenO 2,996 Posted January 1, 2015 You want to keep it alive? Give it a bodyguard or two in the form of DtF equipped BSP. 1 oneway reacted to this Quote Share this post Link to post Share on other sites
ObiWonka 7,081 Posted January 1, 2015 I like this.. but would determination be all you need instead of bringing in Moff? Doesnt determination already do what the Moff does but on a more permanent basis? Im not dissing the idea I just want to know the reasoning for having both determination and Moff Determination gets rid of Pilot crits, so Moff only has to downgrade Ship crits. With 12 Hull you'd still have to be relatively unlucky to see 3 of those land on the Decimator (though to be fair I did hit a Decimator with 3 Direct Hits in a row the other day!), but with 3 crew the Moff can take care of them all. Quote Share this post Link to post Share on other sites
zingerwhip 233 Posted January 1, 2015 If only Biggs could guard it... Quote Share this post Link to post Share on other sites
Benvader 138 Posted January 2, 2015 I think that in the case of the Decimator the best defense is a strong offense. Predator, EU, Gunner, RC, and Issard is the way to go with a strong escort of either ties or Echo. You cant fit whisper into this build with his required upgrades. EU is amazing with this ship and will keep you alive better than or as well as any crew you can put on the ship. Also run dauntless so you can take an action after you ram someone (Use Oicunn too). Don't fly it straight at the enemy unless it is a non swarm build. I generally move forward 4 than boost to get a quick shot in on whatever ship my opponent brings close enough to hit. I am running Echo away to flank and I generally bring him into the frey on the third turn unless my opponent opens up an opportunity otherwise. On the second turn I turn hard left or right and boost to try to get out of arcs. This works well with Oicunn against people you don't play a lot against as they assume you are going to ram them asap with the Dauntless title. Having the 360 arch is awesome but don't get cocky with it because the Deci goes down faster than a brick in the ocean if you are not careful. Remembering to strategically place your asteroids is super important to your success as well. Paul Heavner has a great article on it in the news/upcoming section of the FF page. I am really new to this game and have a lot to learn but I have played the Decimator since it came out and love it. I have tried just about any build that you can think of and have found this one to be very solid. Even when I lose Echo early (this happens often) I can usually pull out a win. In my first store tourney I placed 3rd with this build and if I know more about the meta and had better piloting skill I feel like I could have placed 1st. I went to the final table and lost to the world champion Fat Han build and came in third due to losing Echo and his points the round before that. I have a solid RAC build with Advance Tie Fighters when the Raider comes out that I think will rock as well. Quote Share this post Link to post Share on other sites
Blail Blerg 7,585 Posted January 2, 2015 Commander Kenkirk (44) Push the Limit (3) Ysanne Isard (4) Rebel Captive (3) Engine Upgrade (4) Black Squadron Pilot (14) Draw Their Fire (1) Black Squadron Pilot (14) Draw Their Fire (1) Academy Pilot (12) Total: 100 View in Yet Another Squad Builder I really wish I had one more point for initiative bid. Helps SO much vs swarms. You run the AP into their placement and bump off all their actions. Quote Share this post Link to post Share on other sites