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48kilos

Can the Decimator still hack it?

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Sooo....   I used to LOVE the Decimator.  Especially Oicunn with Ion Projector.  Just fly around smacking into people doing damage, then if they are ioned you know exactly where they will be next round so rinse and repeat...   Oh those were they days!

But now it seems my Decimator just cant hack it even in casual games.  Part of it is probably just people understand the strategy so they fly against it better.  But much of it is also that newer ships just seem overwhelmingly better.  

Before i give up on this loved ship, anyone have build or squat ideas?  Maybe there is something new now that i just ever though of pairing with the Decimator.  

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I mean, kylo Cheri is still competitive and really annoying to play against. Just run it with vi EU and palpatine/hotshot + gunner. Season with quickdraw, enjoy

Otherwise, idk. Outside cheri, it never really had the dice to even stack up to fat han. It's not a question of strategy as (non oicuun) turrets always come down to just dice, and the non-cheri deci has the least of them

But there is the cute issard + PTL + EU (isard free evade action + PTL boost = post activation phase boost, or just use it to TL after you've focused)

That's pretty fun with oicuun as it sets up bumps the following turn and makes PS 4 far less detrimental. Leaves two crew free for modifiers (could Palp or gunner, could either inspiring recruit v stress lists or use int agent as last crew. Pethaos even boshek)

Guess you could Expert Handling, Experimental Interface and Inspiring recruit. Going to be hurting for dice modifiers and it doesn't turn around as well as EU does, but the sight of a super nimble barrelrolling decimator is absolutely hilarious

Could try with DD, but you're looking at 3 stress + damage. Wouldn't recommend it 

 

EDIT: completely forgot Operations Specialist exists!

that's certainty something you can do with an non-Cheri decimator (it's redundant with cheri's ability), just stack it with gunner

There's also rebel captive if you run into a lot of expertise

Edited by ficklegreendice

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My RAC LO with Palp, EU, Dauntless, Adaptability (+1) and Vader w/ Predator works very well. I struggle against lots of arcs (4 or more ships). I’m able to neutralize Aces easily and crush Ghost or Nimranda lists. For really tough ships I Kylo them down to PS0 allowing Vader to re-roll 2 dice with Predator. Between that, Palp and being able to keep RAC at range 1 it’s very competitive  

Stress is a killer and getting too aggressive with Vader has cost me more than one game. If I time my disengages right and don’t over commit it’s a hard list to beat. 

Edited by Darth Wrath

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9 hours ago, ficklegreendice said:

It's not a question of strategy as (non oicuun) turrets always come down to just dice, and the non-cheri deci has the least of them

One that can have the dice if you can create the circumstances for him is the "ISB Field Office" Kenkirk:

  • Commander Kenkirk
    • Lone Wolf
    • Ysanne Isard
    • Agent Kallus
    • A.N.Other Crew (I've usually seen Gunner used)
    • Engine Upgrade or Countermeasures

Is surprisingly brutal - with rerollable, focused attack, and rerollable, focused defence + an evade token

The problem with the list is the twin requirements of lone wolf and kallus - essentially, it can last through a one-on-one fight against most opponents you'd care to name, but the trick is getting it there - so the rest of your list needs to be able to reduce the game to that planned one-on-one fight as fast as possible.

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Maybe my meta is different than yours, but I've had success with what I call my "Stressimator" build - Expertise, Ysanne Isard, Rebel Captive, Mara Jade.  I run Kenkirk because he's cheaper than Cheri and a little more survivable, and the Expertise makes sure he maximizes damage, so Cheri's ability isn't as important.  He throws out stress tokens like they're going out of style.

 

 

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I actually toyed with trying this after getting whacked on a pint game:

52 Captain Oicunn – Decimator (42), Kylo REN (3), Tactician (2), Predator (3)

25 Nu Squadron Pilot X2 - Alpha-class Star Wing (18), "Mangler" Cannon (4), Flechette Cannon (2), XG-1 Assault Configuration (1)

....shockingly good, least my first run against it.

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1 minute ago, clanofwolves said:

I actually toyed with trying this after getting whacked on a pint game:

52 Captain Oicunn – Decimator (42), Kylo REN (3), Tactician (2), Predator (3)

25 Nu Squadron Pilot X2 - Alpha-class Star Wing (18), "Mangler" Cannon (4), Flechette Cannon (2), XG-1 Assault Configuration (1)

....shockingly good, least my first run against it.

Isn't that 102 points?

 

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1 hour ago, clanofwolves said:

I actually toyed with trying this after getting whacked on a pint game:

52 Captain Oicunn – Decimator (42), Kylo REN (3), Tactician (2), Predator (3)

25 Nu Squadron Pilot X2 - Alpha-class Star Wing (18), "Mangler" Cannon (4), Flechette Cannon (2), XG-1 Assault Configuration (1)

....shockingly good, least my first run against it.

Hmm...  I like the manglers rolling with a Kylo but i don't see the benefit of the Flechettes...   Wouldn't Linked Batter be a better sub considering its the same points? 

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2 hours ago, direweasel said:

Isn't that 102 points?

Error in typing...

2 hours ago, ficklegreendice said:

42 + 8 is actually 50 :P

...not math ?

43 minutes ago, 48kilos said:

Hmm...  I like the manglers rolling with a Kylo but i don't see the benefit of the Flechettes...   Wouldn't Linked Batter be a better sub considering its the same points? 

I’m the oddball who love Flechettes; they were fabulous in that second shot and control....give em a spin. Those were my idea for my mate as I love ‘em on TIE/Ds, and my squad paid the price for my treason. ?

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9 hours ago, CMDR Ytterium said:

I guess its to shoot after a SLAM, and chuck stress, tho I see why LB would be good too

Agreed. Flechette cannons are guff and awful compared to other cannons, but they are the only cannon the XG-1 can fire after SLAM that actually does damage (aside from the Arc Caster that annoyingly you can't use).

 

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Here's some Kenkirk jank:

Kenkirk with Elusiveness, Engine Upgrade, Rebel Captive, Ysanne Isard, and Moff Jerjerrod

Gets some crazy damage reduction, stresses you when shot, and can boost after doing a green to clear elusiveness stress. Can switch Rebel Captive to Gunner for more offensive power. Could drop elusiveness for something else, but if you want jank then you get ALL THE JANK.

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Thank you everyone for your input.  I really appreciate it.

So below is my normal Decimator build.  Like I said in my original post, the goal is move first (-1 side of adapt), plow into people before they move, let more people plow into me possibly getting ioned so I know where they will be next round, then rinse an repeat.   The whole time, Countess K turns for days focusing on keeping Oicunn in arc and by exention anyone he is touching.  Wampa was just a nice filler for points and sometimes ill uses something else. 

 

Captain Oicunn (51)
VT-49 Decimator (42),  Adaptability (0), Mara Jade (3), Ysanne Isard (4), Ion Projector (2)

Countess Ryad (35)
TIE Defender (34), Elusiveness (2), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

“Wampa” (14)

 

Like I said, this seemed to work well back in the day. But now that there are more 360 firing arcs, and heavy hitters with extra archs like the ARC, Wookies, or even guys that roll quite a lot of dice like the Ghost…  I have a hard time because this build requires the decimator to really be a sitting duck…

 

Honestly i think i have been undertanding Kylo wrong.  I didn't realize he could bypass sheilds.  So that gets my engin going a bit.  I do really like the idea of a lighter Oicunn with kylo paired with some ships armed with Manglers (like 2x Nu squad).  But while I would see kylo triggering a lot that way I don’t see it fixing the sitting duck decimator problem.

 

After the feedback here is what I am considering….

Rear Admiral Chiraneau (58)
VT-49 Decimator (46), Veteran Instincts (1), Kylo Ren (3), Ysanne Isard (4), Engine Upgrade (4)

Starkiller Base Pilot (42)
Upsilon-class Shuttle (30), Collision Detector (0), Emperor Palpatine (8), Sensor Cluster (2), Advanced Optics (2)

 

I feel like putting Kylo and the emperor on the same ship is putting too many eggs in 1 basket.  Breaking them up means loosing 1 ship doesn’t cripple the squad nearly as much.  Since the Upsilon rolls so much (especially at a range 1) if it survives with palp it is still a pretty scary in its own right. 

 

Feedback? 

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5 hours ago, 48kilos said:

Thank you everyone for your input.  I really appreciate it.

So below is my normal Decimator build.  Like I said in my original post, the goal is move first (-1 side of adapt), plow into people before they move, let more people plow into me possibly getting ioned so I know where they will be next round, then rinse an repeat.   The whole time, Countess K turns for days focusing on keeping Oicunn in arc and by exention anyone he is touching.  Wampa was just a nice filler for points and sometimes ill uses something else. 

 

Captain Oicunn (51)
VT-49 Decimator (42),  Adaptability (0), Mara Jade (3), Ysanne Isard (4), Ion Projector (2)

Countess Ryad (35)
TIE Defender (34), Elusiveness (2), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

“Wampa” (14)

 

Like I said, this seemed to work well back in the day. But now that there are more 360 firing arcs, and heavy hitters with extra archs like the ARC, Wookies, or even guys that roll quite a lot of dice like the Ghost…  I have a hard time because this build requires the decimator to really be a sitting duck…

 

Honestly i think i have been undertanding Kylo wrong.  I didn't realize he could bypass sheilds.  So that gets my engin going a bit.  I do really like the idea of a lighter Oicunn with kylo paired with some ships armed with Manglers (like 2x Nu squad).  But while I would see kylo triggering a lot that way I don’t see it fixing the sitting duck decimator problem.

 

After the feedback here is what I am considering….

Rear Admiral Chiraneau (58)
VT-49 Decimator (46), Veteran Instincts (1), Kylo Ren (3), Ysanne Isard (4), Engine Upgrade (4)

Starkiller Base Pilot (42)
Upsilon-class Shuttle (30), Collision Detector (0), Emperor Palpatine (8), Sensor Cluster (2), Advanced Optics (2)

 

I feel like putting Kylo and the emperor on the same ship is putting too many eggs in 1 basket.  Breaking them up means loosing 1 ship doesn’t cripple the squad nearly as much.  Since the Upsilon rolls so much (especially at a range 1) if it survives with palp it is still a pretty scary in its own right. 

 

Feedback? 

I disagree, as your SKB will be extremely hard to maneuver, you will only be shooting once or twice against an experienced player which makes for a poor endgame piece. I believe that Kylo Palp Cheri is strong in that it opens up potential wingmen and with a good wingman, target priority gets tough, as in, do you want that kylo palp deci to survive, or a fully shielded quickdraw. all i'm saying is its viable given you have a solid wingman.

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This is my (expensive but a lot of fun) decimator build....

 

Ramming Speed (100)

•Captain Oicunn (64) - VT-49 Decimator
Daredevil (3), Thermal Detonators (3), Inspiring Recruit (1), •Rebel Captive (3), •Ysanne Isard (4), Extra Munitions (2), •Dauntless (2), Engine Upgrade (4)

•Lieutenant Karsabi (36) - Alpha-class Star Wing
•Lone Wolf (2), XG-1 Assault Configuration (1), Heavy Laser Cannon (7), Linked Battery (2)

 

Double ramming with daredevil can upset aces big time. Karsabi nipping round laser cannoning is a decent threat too and does some good work if ignored. Did run Mara jade instead of captive but found I rarely stressed more than one ship anyway.... and think captive may be better. 

 

Feel I've always been “in the game” with it so to speak and always enjoy using it. 

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Here is the most recent Decimator build I played (early last year; finished 2nd at a seasonal kit tournament):

 

- Chiraneau (Veteran Instincts, Kylo Ren, Gunner, Engine Upgrade)

- Rexler Brath (Expertise, TIE/x7, Twin Ion Engine Mk. II)

99 points

 

Very simple, yet efficient. Probably not as strong nowadays though.

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RACLo is very strong, usually with Gunner/HotCop/VI and QD or Inky alongside. Oicunn with IR, Title, Daredevil, EU is guaranteeing 2 damage a turn in a really fun manner with room for other things. Kenkirk as described by Magnus is really just a hoot.

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A Palp/Kylo Chiraneau can still do wonders, especially if your meta is full of 2-ship builds, which he preys upon. There was a thread about someone (Krayts?) preparing for Worlds with a lot of analysis and it showed RacLo being really, really match-up dependant. I recently tried pairing him with LW/Stealth Ryad and it was a blast (even though she spectacularly blanked out when she shouldn't once or twice).

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