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MartiniHanks

Ryad & Decimator Build

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Updated 10/25/2016

 

I'm testing lots of variants of Defender builds, and so far the best results consistently appear to be Defender with Decimator (but i haven't tried any 3x JumpMasters yet). If you have time to review, take a look, reply with your thoughts, notes, or suggestions!

 

Key Questions

  • The build boils down to 90 points for an x7 version of Ryad and one of two versions of Chiraneau - how would you spend the remaining 10 points?
  • Is there anything else you suggest i test that uses similar ships?
  • What are your thoughts on this build when it goes head-to-head against a 3x JumpMaster build? (I'm still looking for a local testing partner for that matchup)

 

 

Ryad Options

For a starting point, i use x7 on Ryad:

  • Ryad (x7 Title) 32pts

Beyond that she has two other upgrade options, an EPT and a Modification.

 

EPT (Updated after Testing 10/31/2016)

  • Adaptability (0) - not enough of a PS increase to matter
  • Veteran Instincts (1) - not enough of a PS increase to matter
  • Crack Shot (1) - discard makes this too low overall value for a 2 ship build
  • Juke (2) - pretty darn awesome, but PS limits her ability to consistent use this
  • Lone Wolf (2) - best pick so far
  • Outmaneuver (3) - she gets this situation all the time, but I've found an odd synergy with keeping the enemy trying to kill her INSTEAD of the Decimator, so i don't want to always be attacking from where i can't be attacked back
  • Predator (3) - tested well, but wound up being strictly worse than PTL unless then enemy had PS2 targets
  • Push the Limits (3) - tests well - but Lone Wolf does more work - save PTL for Rexler and interceptors

Modification (Updated after Testing 10/31/2016)

  • None (0) - not a bad option, but so far all tested builds had room for something more
  • Twin Ion Mk II (1) - makes it even easier to remove stress, but not sure it leads to the best use of overall points in the build
  • Stealth Device (3) - forces the enemy to consider her a bad choice early - unless they can trap her. This is good, turns out having the enemy go after Decimator first is a good thing.
  • Engine (4) - great option, but her strat is to be defensive, this helps dodge arcs, but she would rather roll 5 dice from range 3 with a stealth device and Lone Wolf

 

Decimator Options

I've tried Oicunn with a fun as hell daredevil/ dauntless build - but in the end, i simply prefer Rear Admiral Chiraneau. The basic version is:

  • Chiraneau (Palpatine, Engine Upgrade) 58pts

The Vader/Gunner version is also something I should test:

  • Chiraneau (Darth Vader, Gunner, Engine Upgrade) 58pts

 

Beyond that i only am considering two of the other upgrade slots: EPT and the final Crew Slot.

 

EPT

  • Adaptability (0) - only worth it if you don't have room for VI
  • Veteran Instincts (1) - this always seems like a viable option for a PS8 ship - but i haven't tested it yet
  • Lone Wolf (2) - not good enough when you have 0 agility IMO
  • Predator (3) - good option, but VI and Expose seem strictly better on RAC in a build with a defensive defender
  • Daredevil (3) - While awesome, i just think it will be better to go for something to improve attack damage
  • Expose (4) - very good option, but not as good as attacking first

Crew Options

  •  
  • Palpatine, Intelligence Agent (9) - great for the control strategy, allows room for a Seismic Torpedo
  • Palpatine, Rebel Captive (11) - needs to be tested, would be a 99 point build, helping to ensure initiative
  • Palpatine, Ysanne (12) - strong option, needs more testing
  • Palpatine, Gunner (13) - untested, would only have room for Adaptability - so max Pilot Skill or 9
  • Vader, Gunner, Intelligence Agent (9)
  • Vader, Gunner, Rebel Captive (11)
  • Vader, Gunner, Ysanne (12)
Edited by MartiniHanks

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I like predator or expose on a Decimator, especially Chirpy. The later can be devastating at R1 with Palp and re-rolls. 

Likewise I love the idea of Ryad in this pairing. 

I'm still leaning towards EU on Ryad. I feel that if you're going to invest heavy in two ships then go all the way. Although I always put Tie Mk.II on her - get's me out of trouble. And a green 1 bank turn on her? It's awesome and people don't expect it. 

The Empire Approves. 

Edited by Imperial Mike

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Gunner on the Deci.  Use it for token stripping and/or bad roll insurance.

 

RAC/VI/Palp/Gunner/Engine is a brute that usually chucks hit/hit/crit/crit at things whenever it attacks.

 

Combining it with a survivable ace (PTL or Lone Wolf plus Stealth Device) gives a strong list, albeit one with significant weaknesses.

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Gunner on the Deci.  Use it for token stripping and/or bad roll insurance.

 

RAC/VI/Palp/Gunner/Engine is a brute that usually chucks hit/hit/crit/crit at things whenever it attacks.

 

Combining it with a survivable ace (PTL or Lone Wolf plus Stealth Device) gives a strong list, albeit one with significant weaknesses.

That is 101 (LoneWolf) or 102 points (if PtL)... And unfortunately PS9 RAC is not that great. 

I would suggest Gunner, Vader and Rebel Captive to be replaced with HotShot Copilot once released. 

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Gunner on the Deci.  Use it for token stripping and/or bad roll insurance.

 

RAC/VI/Palp/Gunner/Engine is a brute that usually chucks hit/hit/crit/crit at things whenever it attacks.

 

Combining it with a survivable ace (PTL or Lone Wolf plus Stealth Device) gives a strong list, albeit one with significant weaknesses.

That is 101 (LoneWolf) or 102 points (if PtL)... And unfortunately PS9 RAC is not that great. 

I would suggest Gunner, Vader and Rebel Captive to be replaced with HotShot Copilot once released. 

 

Drop stealth down to mk2 then.

 

Vader/Gunner/Captive is also a very solid build.  I'm always torn between Vader/Gunner and Palp on Decis - they both have their strengths and in most matches with one I usually find myself wishing I had the other at least once.

 

In particular wrt the current meta, Vader/Gunner is just so good against Fangs...

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Folks who are saying PS9 RAC isn't great, have never seen a Decimator dodge arcs.

 

That being said, it's up to your playstyle. I prefer to slap VI, EU, and Vader on my Deci. Shooting first, blowing through shields, and THEN maybe handing out a crit, is pretty devastating, especially if you can fire first.

 

Of course, that was mostly for Interceptor hunting, but is still viable.

 

Without VI, you could try and block some of the higher PS ships... but I'd run a different Decimator for that. I much prefer keeping RAC out of arcs when possible.

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I recently won a tournament with Ryad with Predator, X7, Stealth Device & Chiraneau with Expose, Experimental Interface, Vader, Jerjerrod & Rebel Captive crew. The decimator just puts out a ridiculous amount of damage!

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Triple jumpmasters are no longer a thing.

 

That being said, my son and I ran different Ryad + Decimator builds in a local league and both won our matches.

 

Ryad was the standard: x7, TIE MkII, Push the limit

My son ran Chiraneau with Rebel Captive, Vader, Ysanne, VI, Engine upgrade and a thermal detonator (3 points, what can you do!)

 

I ran a Kenkirk with Palp, Ysanne, Engine upgrade and a seismic torpedo.

He didn't have Palp because chosing when to use it may not be up to his level or planning yet (he's almost 7), but I gotta say that his Chiraneau was a monster. He single handedly destroyed a regen Norra, while only losing 2 shields for Vadering her extra crits. His Vader given blinded pilot while at range 1 behind Norra was priceless. He proved his imperial approach when he denied allowing his opponent to 3 turn in the board as opposed to off the board with his Dash (we had the Fly Casual talk...) but I think he was far enough ahead with Norra dead and a healthy Ryad that he could have closed it anyways.

 

I played a more experimental list with a palp shuttle, Alozen and Colzet. Being able to boost the big ship out of arc was priceless. Kenkirk lost a single hull and no shots came to him after, so his talent and Ysanne were a bit wasted. The seismic was used to put another hull damage on the shuttle AND to clear my own turn so Kenkirk could keep kiting her, so that worked out nicely. I'm still not sold on it overall though.

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Noble skippers

 

Here in Germany this list can be seen from time to time:

 

https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!195:18,-1,-1:33:17:;97:57,126,40,102,46,41:-1:3:&sn=Unnamed%20Squadron

 

Countess Ryad (36 points): push the limit, twin ion engine mkii, tiex7

Captain Oicunn (64 points): predator, extra munitions, intelligence agent, ysanne isard, rebel captive, proton bombs, engine upgrade

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Gave a few runs on the following....

  • Ryad (PTL, x7, Stealth Device) 38pts
  • RAC (Expose, Palpatine, Engine) 62pts

The build felt strong, RAC did a ton of work, and as expected, the defensive defender let me generally use Palp for attack boosting.

 

I am really interested in the Gunner option - so ill try this next....

  • Ryad (Lone Wolf, x7, Stealth Device) 37pts
  • RAC (Adaptability, Palpatine, Gunner, Engine) 63pts

 

I also will for sure try a Vader/Gunner version  - you guys got me excited to try that level of damage dealing!

  • Ryad (PTL, x7, Engine) 39pts
  • RAC (Adaptability, Rebel Captive, Darth Vader, Gunner, Engine) 61pts

OR...

  • Ryad (PTL, x7, Stealth Device) 38pts
  • RAC (VI, Rebel Captive, Darth Vader, Gunner, Engine) 62pts

If the Vader/ Gunner goes well - i'll probably also try...

  • Ryad (PTL, x7, Stealth Device) 38pts
  • RAC (Expose, Darth Vader, Gunner, Engine) 62pts

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^Sasza wasn't clear, and some folks don't realize, but it is very possible to cause a small base ship to be "stuck" to Oicunn -- if they bump you in such a way that you can move into them next turn, you can use Palp to make sure they are ALWAYS Ioned, causing them to bump you again (and again, and again). All the while, you smash into them, potentially twice (thanks to Dauntless & Expert Handling). (Oops, assumed this was the Daredevil combo, didn't think to double check myself)

That being said, it is a different playstyle for the Decimator, and is a lot of points used inefficiently during matches you're up against large base ships only.

Edited by ArbitraryNerd

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Expert Handling is there to barrel roll and ensure enemy bumps into you (with Intel Agent), it's not Daredevil. :)

Though, you're totally right with everything else.

 

Edit: typos

Edited by SaszaPL

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Expert Handling is there to barrel roll and ensure enemy bumps into you (with Intel Agent), it's not Daredevil. :)

Though, you're totally right with everything else.

 

Edit: typos

Derp, read that too fast, expected the usual Daredevil.

Expert Handling makes more sense to make sure you get those bumps, though.

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^Sasza wasn't clear, and some folks don't realize, but it is very possible to cause a small base ship to be "stuck" to Oicunn -- if they bump you in such a way that you can move into them next turn, you can use Palp to make sure they are ALWAYS Ioned, causing them to bump you again (and again, and again). All the while, you smash into them, potentially twice (thanks to Dauntless & Expert Handling). (Oops, assumed this was the Daredevil combo, didn't think to double check myself)

That being said, it is a different playstyle for the Decimator, and is a lot of points used inefficiently during matches you're up against large base ships only.

 

You need to make sure that you give up initiative for Ion Projector and Palp to keep a small ship locked in a bump. Ion projectors and clearing ion tokens have the same trigger. If you have initiative the ion token is assigned before the ion token from the previous round is cleared. 

 

If you have initiative Ion projectors effectively only work on the same ship once every other round.

Edited by WWHSD

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This Decimator is a thing of beauty and absolutely worth the cost, if you know how to use it:

 

Rear Admiral Chiraneau (46)
Veteran Instincts (1)
Emperor Palpatine (8)
Rebel Captive (3)
Engine Upgrade (4)
Dauntless (2)
 
Total: 64

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This Decimator is a thing of beauty and absolutely worth the cost, if you know how to use it:

 

Rear Admiral Chiraneau (46)

Veteran Instincts (1)

Emperor Palpatine (8)

Rebel Captive (3)

Engine Upgrade (4)

Dauntless (2)

 

Total: 64

Paired with Soontir?

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This Decimator is a thing of beauty and absolutely worth the cost, if you know how to use it:

 

Rear Admiral Chiraneau (46)

Veteran Instincts (1)

Emperor Palpatine (8)

Rebel Captive (3)

Engine Upgrade (4)

Dauntless (2)

 

Total: 64

Paired with Soontir?

 

 

I play with a PS10 Vader so that they're double PS10, but you can pair it with just about any ace and Palpatine will help keep it safe.

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This Decimator is a thing of beauty and absolutely worth the cost, if you know how to use it:

 

Rear Admiral Chiraneau (46)

Veteran Instincts (1)

Emperor Palpatine (8)

Rebel Captive (3)

Engine Upgrade (4)

Dauntless (2)

 

Total: 64

Paired with Soontir?

 

 

I play with a PS10 Vader so that they're double PS10, but you can pair it with just about any ace and Palpatine will help keep it safe.

 

I'd personally prefer Soontir in this pairing, so you have a hammer (RAC) and shield (of your MoV, thanks, Soontir!). I'd worry that Vader struggles against lists utilizing turrets that can focus down on him, regardless of his pilot skill.

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Just want to throw fat Kenkirk with Ryad into the mix.

Kenkirk with:

Predator

Palpatine

Ysanne Issard

Hull (this can be swapped for a bomb or something if you wanted)

Ryad with:

TIE X7

Stealth Device

Push the limit.

It's delicious seeing people trying to take either ship down. I've ended a lot of games with the Decimator still alive and Ryad not being touched once.

CB's Chirenaeu build is brilliant too.

Edited by Goseki1

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I have only played it once, but I enjoyed this version of Kenkirk

VT-49 Decimator: · Commander Kenkirk (44)

· Lone Wolf (2)

Seismic Torpedo (2)

Engine Upgrade (4)

· Emperor Palpatine (8)

· Ysanne Isard (4)

TIE Defender: · Countess Ryad (34)

Push The Limit (3)

Twin Ion Engine Mk. II (1)

TIE/x7 (-2)

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I like Kenkirk a lot, but RAC just seems to have a big advantage with such strong consistent damage. If anything, this thread is making me really wonder about Palp vs Gunner/Vader.

 

But yeah - Decimator has three really fun different pilots :)

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I have only played it once, but I enjoyed this version of Kenkirk

VT-49 Decimator: · Commander Kenkirk (44)

· Lone Wolf (2)

Seismic Torpedo (2)

Engine Upgrade (4)

· Emperor Palpatine (8)

· Ysanne Isard (4)

TIE Defender: · Countess Ryad (34)

Push The Limit (3)

Twin Ion Engine Mk. II (1)

TIE/x7 (-2)

Why not PTL on Kenkirk to boost at the start of the combat phase once Isard starts triggering?

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