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DeciVader and Friend: Choosing/Tuning the List

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Deathrain has a noticeable ability of not giving a **** about green dice and evades. Being able to place mines from his front arc is amazing.  Free barrel roll after dropping a mine/bomb is amazing (since he doesn't already have the BR action, but also doesn't get penalized taking it). FCS makes him as good of an attacker as a TIE. He has the raw HP ot three ties, though not the evades. He can throw conner nets, prox mines, and torpedoes. I almost never drop a mine that doesn't immediately detonate. Taking a potshot at range 3 isn't about hitting, it's about the nearly free TL from FCS that I get to use next turn to shove a torpedo down their throat. Which is even better if we're closer and I get to make a K-turn to line the shot up.

 

Deathrain is. Amazing. The problem is that people usually want to keep him "cheap" so they can get two other ships in with him. I say load him out, and take one other scary murderboat alongside him. For imperials, that's a "Fat RAC". Go after one, the other is going to club you to death. Also, a PS10 RAC w/ EU that lines up across from a prime target is going to be taking shots in turn 1. Super important.

 

I expended 1/2 of DR's ordinance today in that game. 2/4 prox mines, and one torp, before DR melted to Miranda's turret. But that was a turn after Dash died, and RAC was bearing down hard. RAC never got to proc Isard's action, it was over so fast.

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People that don't know how badass DR is will ignore him and go after the scary decimator. Punish them with mines and hate, while RAC lays down the murder. People that DO know how wicked he is will go straight for him. Make sure that he's close enough to RAC that RAC can cover fire and mop up with Vader for anyone that does go after DR. Don't worry if you only get *some* of the ordinance off. With EM, if you only expend 1/2 ordinance, that's 11 points "unshot", not even an Academy tie. Well worth it to keep 9+hp of damage off of RAC.

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Oh! It's also a great strategy to use DR to block RAC. RAC isn't totally action dependent, as his job is to shoot things some, and deliver a sith tantrum. So feel free to bump DR intentionally to stay close to anyone shooting at him.

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New to the Forum only played this awesome game for about 6/7 months


 


100 point Deci list I Fly Similar to a few others with only a few changes


 


- Patrol Leader + Vader + Intelligence Agent


- Omega Leader + Juke & Comm Relay


- Inquisitor + Title, Twin Ion Engine Mk2 and PTL


 


Being able to see 1 of your opponents movement dials (range 1-2) at the start of activation phase is for me (newbie) helpful to say the least. I also take the Twin Ion upgrade because it gives The Inquisitor 11 green moves.Take a target lock receive a free evade then with PTL perform another action and with 11 greens on your dial easily clear stress. Thanks to Intelligence Agent ability you can better position your ships and with Omega and Inquisitor both being pilot skill 8 you pick which to move/attack first. As I said new to this game and still have to play this list more


 


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This build made it into Tatooine's Top 8 past weekend:

100 points

Kenkirk + Push the Limit + Darth Vader + Ysanne Isard + Gunner + Proximity Mines + Engine Upgrade

Inquisitor + Push the Limit + Proton Rockets + Autothrusters + title

It also placed 1st in the 2-day swiss

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100 points

Kenkirk + Push the Limit + Darth Vader + Ysanne Isard + Gunner + Proximity Mines + Engine Upgrade

Inquisitor + Push the Limit + Proton Rockets + Autothrusters + title

Interesting list. I might be tempted to try something similar but replace the Inquisitor with Carnor Jax (PTL, RG, SD, AT) for the same points. He fills a similar role to the Inquisitor but also messes with U-boats in particular who would otherwise burn down the Decimator very fast, even with Kenkirk and Issard.

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Now I'm pretty busy, but when I can, I will try this list. What do you think?

 

Patrol Leader (40)
                  Darth Vader (3) ??
 
The Inquisitor (25)
Adaptability (0)
Autothrusters (2)
TIE/v1 (1)
 
Soontir Fel (27)
Push the Limit (3)   / Adaptability (0) ??
Autothrusters (2)
Royal Guard TIE (0)
 
Total: 100
 
Edited by nogarder

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I used this a few times and it was strong:

 

Rexler (Lone Wolf, Heavy Laser Cannon)

Chiraneau (Vader, Gunner)

100 points

 

Very simple. Maybe removing Lone Wolf and adding Veteran Instincts on both would be better.

Edited by admat

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Now I'm pretty busy, but when I can, I will try this list. What do you think?

Patrol Leader (40)                  Darth Vader (3) ??

The Inquisitor (25) Adaptability (0) Autothrusters (2) TIE/v1 (1)

Soontir Fel (27) Push the Limit (3)   / Adaptability (0) ?? Autothrusters (2) Royal Guard TIE (0)

Total: 100

Hmm, trouble is that both Fel and Inquisitor are cut a little to close to the bone IMHO. Without Palp to modify dice, I think Fel really needs his Stealth Device and the Inquisitor loses action efficiency without PTL.

Maybe replace Soontir Fel with a slightly cheaper ace like Omega Leader (26 points with Comms Relay and Juke). That will then leave enough points for a properly kitted-out Inquisitor.

43 Patrol Leader (40) Darth Vader (3)

31 The Inquisitor (25) Push the Limit (3), Autothrusters (2), TIE/v1 (1)

26 Omega Leader (21) Juke (2), Comms Relay (3)

Total: 100

Edited by Karhedron

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Now I'm pretty busy, but when I can, I will try this list. What do you think?

Patrol Leader (40)                  Darth Vader (3) ??

The Inquisitor (25) Adaptability (0) Autothrusters (2) TIE/v1 (1)

Soontir Fel (27) Push the Limit (3)   / Adaptability (0) ?? Autothrusters (2) Royal Guard TIE (0)

Total: 100

Hmm, trouble is that both Fel and Inquisitor are cut a little to close to the bone IMHO. Without Palp to modify dice, I think Fel really needs his Stealth Device and the Inquisitor loses action efficiency without PTL.

Maybe replace Soontir Fel with a slightly cheaper ace like Omega Leader (26 points with Comms Relay and Juke). That will then leave enough points for a properly kitted-out Inquisitor.

43 Patrol Leader (40) Darth Vader (3)

31 The Inquisitor (25) Push the Limit (3), Autothrusters (2), TIE/v1 (1)

26 Omega Leader (21) Juke (2), Comms Relay (3)

Total: 100

 

 Interesting.... i like it. I,ll try soon :D Thanks

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Now I'm pretty busy, but when I can, I will try this list. What do you think?

Patrol Leader (40)                  Darth Vader (3) ??

The Inquisitor (25) Adaptability (0) Autothrusters (2) TIE/v1 (1)

Soontir Fel (27) Push the Limit (3)   / Adaptability (0) ?? Autothrusters (2) Royal Guard TIE (0)

Total: 100

Hmm, trouble is that both Fel and Inquisitor are cut a little to close to the bone IMHO. Without Palp to modify dice, I think Fel really needs his Stealth Device and the Inquisitor loses action efficiency without PTL.

Maybe replace Soontir Fel with a slightly cheaper ace like Omega Leader (26 points with Comms Relay and Juke). That will then leave enough points for a properly kitted-out Inquisitor.

43 Patrol Leader (40) Darth Vader (3)

31 The Inquisitor (25) Push the Limit (3), Autothrusters (2), TIE/v1 (1)

26 Omega Leader (21) Juke (2), Comms Relay (3)

Total: 100

 

 Interesting.... i like it. I,ll try soon :D Thanks

 

This exact list has already been suggested in this  thread.

It's a decent list, so let me add this: it feels soo tempting to find 2pts to upgrade to Oicunn (who is infinitely better against aces). Any ideas? 

Personally i would probably be tempted to downgrade Omega leader.

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Thoughts on something like this? Assuming I could get my hands on The Emperor himself?

RAC + Omega Lead + Wampa (100)

Rear Admiral Chiraneau (60) - VT-49 Decimator

Predator (3), Darth Vader (3), Emperor Palpatine (8), Emperor Palpatine (8)

"Omega Leader" (26) - TIE/FO Fighter

Juke (2), Comm Relay (3)

"Wampa" (14) - TIE Fighter

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Now I'm pretty busy, but when I can, I will try this list. What do you think?Patrol Leader (40)                  Darth Vader (3) ??The Inquisitor (25) Adaptability (0) Autothrusters (2) TIE/v1 (1)Soontir Fel (27) Push the Limit (3)   / Adaptability (0) ?? Autothrusters (2) Royal Guard TIE (0)Total: 100

Hmm, trouble is that both Fel and Inquisitor are cut a little to close to the bone IMHO. Without Palp to modify dice, I think Fel really needs his Stealth Device and the Inquisitor loses action efficiency without PTL.

Maybe replace Soontir Fel with a slightly cheaper ace like Omega Leader (26 points with Comms Relay and Juke). That will then leave enough points for a properly kitted-out Inquisitor.43 Patrol Leader (40) Darth Vader (3)31 The Inquisitor (25) Push the Limit (3), Autothrusters (2), TIE/v1 (1)26 Omega Leader (21) Juke (2), Comms Relay (3)Total: 100

 Interesting.... i like it. I,ll try soon :D Thanks

This exact list has already been suggested in this  thread.

It's a decent list, so let me add this: it feels soo tempting to find 2pts to upgrade to Oicunn (who is infinitely better against aces). Any ideas? 

Personally i would probably be tempted to downgrade Omega leader.

Like I said earlier, you can scrap OL to put more points into the Doom-deci and the Inquisitor. One version I've had success with was:

34 Inquisitor w/ PtL, PRockets, AT, V1.

52 Oicunn w/ EH, Gunner, Vadar.

12 Academy.

All three are excellent ships that complement each other, and help you win the game. Another posibility is:

31 Inquisitor w/ PtL, AT, V1.

21 Zeta Leader w/ Wired.

45 Oicunn w/ Predator, Vader.

Not sure I like this as much, but it could work. Without gunner I think Oicunn needs predator to up his damage potential, otherwise you risk being ineffective against certain squads.

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Palp and Vader rarely do well together (in the same ship). Palp wants to stay alive as long as possible to get the most out of his dice mods, and Vader actively works against that.

You could run a Kenkirk + VI + Isard + Vader for (52) and a Patrol Leader + Palp for (48). Or, reverse the build some, Kenkirk + VI + Isard + Palp (57) and Patrol Leader + Vader (43).

 

The PalpyKirk w/ Isard becomes somewhat of a survivable turret platform at PS8, and VaderPatrol is cheap enough that you can really get that murder on w/ vader's ability.

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Here is the question though, without an Ace to buff, is Palps still worth taking? Saving Soontir from that crucial fluke hit once per turn can turn the Baron from tough to nigh-unkillable. Even with Palps guaranteeing one successful dodge per turn (once the shields are gone) Decimators tend to get burned down quite quickly.

32 Health is a lot but zero agility stings. 4 B-Wings have the same health, better agility and double the firepower. Has anyone tried double-Deci at tournaments? How does it run?

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I ran a double deci at a tourney once. It isn't great. I nearly burned palp aces down, but we went to time. He did a great job of blocking with heavily damaged aces, and swapping them in and out of range. I also made some mistakes. Kept the decimators too close together. I wasn't running a palp deci either, I was running Kenkirk w/ Isard and Vader, and Oicunn w/ RC. I think I VI'd Oicunn up to match Kirk (it's been awhile), so I could decide which moved/shot first. Hm, something else is missing.  oh well, I've slept since then. I did find that I really missed Palp's ability to modify Kirk's green dice. Kenkirk becomes *more* survivable when there's 2 guaranteed evades/round. I found that Oicunn's ability wasn't worth the 2 points.

Had a pretty close game w/ Brobots too. Again, once I almost had one burned down, he did a great job of moving the injured out of range before I could finish it off. Back to back blinded pilot crits on Kenkirk ended up saving the brobots in the end. 3 turns of not shooting (clipped a roid, which prevented flipping the second BP over the third turn) is what ended up killing me.

4th game was a disaster. Rebel regen melts double deci. I think I may have been tabled in that game.

 

So yeah, I'm not saying it's great. But it's amusing.

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I wouldn't hesitate to run the Double Decimator for fun, but think it is to risky with U-Boats around. Of course, I haven't seen U-Boats around my store...but a couple single U-Boats armed to the teeth.

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