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Goseki1

Who has Double Decimator lists?

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Trying to come up with something flexible and resilient but I'm really struggling. RAC is probably a given to take, but I'm not sure Oicunn is worth it. Mines will help for ships chasing them/k-turning behind them etc but it will leave them quite open wherever their arcs aren't. Are there better crew /gunner slots they could take? Let's build some lists! 

 

New Squadron

(88) Rear Admiral Chiraneau
(7) Minister Tua
(2) Hull Upgrade
(6) Proximity Mines
Points 103

(80) Patrol Leader
(2) Hull Upgrade
(6) Agent Kallus
(6) Proximity Mines
Points 94

Total points: 197

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I love it.  I prefer proton bombs to mines.  I think a cheaper RAC is a better RAC(at least so far in 2.0), but Minister Tua should always be with him.  I also would throw trick shot, or a cheap talent on RAC, just because you can.

If you're willing to give up the bid and mines, Vader crew.  He's fantastic. 

I think Oicunn CAN be good, but you have to be good at predicting your opponent.  Getting a good block, and being able to attack is great, but your opponent will know what you're doing with him.  Can be tricky.  Having the informant could help thou.

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i would try this

Rear Admiral Chiraneau — VT-49 Decimator 88
Minister Tua 7
Ship Total: 95
   
Captain Oicunn — VT-49 Decimator 84
Intimidation 3
Agile Gunner 10
Electronic Baffle 2
Dauntless 6
Ship Total: 105
 
Edited by nogarder

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Here's one I've been toying with (but have not actually used yet):

VT-49 Decimator - •Rear Admiral Chiraneau - 97
    •Rear Admiral Chiraneau - Advisor to Admiral Piett (88)
        Tactical Officer (2)
        Minister Tua (7)

VT-49 Decimator - •Captain Oicunn - 103
    •Captain Oicunn - Inspired Tactician (84)
        Intimidation (3)
        Tactical Officer (2)
        Dauntless (6)
        Veteran Turret Gunner (8)

Total: 200/200

View in the X-Wing Squad Builder

The idea is to keep Oicunn in the middle clogging things up while Chiraneau flies around the outside.  I still don't fully understand the turret system yet and am assuming that Veteran Turret Gunner would allow Oicunn to fire out both sides in one round?  Tactical officer on both lets them co-coordinate as long as they're within range.

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23 hours ago, mike8104 said:

Here's one I've been toying with (but have not actually used yet):

VT-49 Decimator - •Rear Admiral Chiraneau - 97
    •Rear Admiral Chiraneau - Advisor to Admiral Piett (88)
        Tactical Officer (2)
        Minister Tua (7)

VT-49 Decimator - •Captain Oicunn - 103
    •Captain Oicunn - Inspired Tactician (84)
        Intimidation (3)
        Tactical Officer (2)
        Dauntless (6)
        Veteran Turret Gunner (8)

Total: 200/200

View in the X-Wing Squad Builder

The idea is to keep Oicunn in the middle clogging things up while Chiraneau flies around the outside.  I still don't fully understand the turret system yet and am assuming that Veteran Turret Gunner would allow Oicunn to fire out both sides in one round?  Tactical officer on both lets them co-coordinate as long as they're within range.

I don't think tac officer is worth it.  At the very least, I'd rather have hull upgrade on RAC.  More hull means that minister Tua makes him last longer. 

Granted, I've only flown 2.0 RAC once, but I don't see him doing alot of co-coordinating.  He either wants to lock or turn his arc.  and before Tua becomes active, he wants to reinforce.

I don't think the veteran turret gunner has really been clarified if you can do it that, but that is my understanding of it.

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Played my first 2.0 tournament last night (didn't use Decimators) and noticed a couple things:

- I agree that Tactical Officer is not worth it, there aren't a whole lot of opportunities to use coordinate over other actions.

- Veteran turret gunner isn't used frequently enough to justify the cost

- The new reinforce action is pretty sweet. 

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