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Template:Khadbox Template:4P

Khador’s mechaniks build their warjacks to last. The Decimator is engineered to annihilate well-armored targets with powerful direct fire. This ’jack’s wide-bored cannon smashes its victims to the ground before it closes to tear them apart with its whirling rip saw.

Basic Info

Template:Infobox-Model

Template:Warjack

Abilities

Weapons

Dozer
File:Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
10 2 Template:- 15 Left
Rip Saw
File:Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 5 17 Right

Theme Forces


Thoughts on Decimator

Decimator in a nutshell

The Decimator is a ranged fire support jack not unlike its brother the Destroyer. It sports a decent, but fairly inaccurate knockdown gun, and a potent melee weapon. Unlike the Destroyer though, its purpose is to batter enemies to set them up for removal through other models and pushing them off scenario pieces. It's expensive for what it does and it functions a bit like a Grolar in reverse. Trouble is the Grolar has a lot more attacks and is only 1 point more.

It has one of the hardest hitting guns in the game, and one of the most effective weapons in the game for cutting heavies apart. For two points more than the Destroyer, it provides board control with the multi-fire Dozer, movement shenanigans with Batter, and a good chance to scrap other 'jacks outright with the Rip Saw and three focus, thanks to Sustained Attack. The downside is that it guzzles focus like nothing, while the Destroyer is very happy with just one point from power up.

Combos & Synergies

Just like any other combined-arms jack in your arsenal, it appreciates SPD buff, and any accuracy boost, or de-buff on the target. On its own, its Ranged Attack can hit a DEF11 target on average, meaning that most of your unboosted shots will be wasted even against a Menite heavy, if it has concealment or cover.

  • Jack Marshals, like the Man-o-War Kovnik or the Greylord Forge Seer have natural tools to make it more accurate via the Take Aim! command. The first can use its Assault drive to put both guns into use, so you can know down your charge target and start ripping it to shreds. The Forge Seer lets it take on Incorporeal enemies with the drive and gives it focus with Empower. Note the latter can also be done it the Seer is not its controler
  • Karchev1 really likes combined arms warjacks due to his Road to War spell. The Decimator can help to trigger the extra movement for other jacks by killing from afar, or enjoy the +3" move from the spell, if some other model killed s target. You can still retain the aiming bonus, as the free move happened outside the jack's activation.
  • Strakhov1 and Harkevich - Out-of-activation shots, as well as extra movement distances are nice things to have. As for Harkevich' feat, remember that you don't have to shoot the target you want to charge, and even if you do so, the Beat Back part on the gun is optional.
  • Sorscha1 - making your targets stationary ensures that your focus can now boost your damage rolls.
  • Kozlov - As you will meet with this jack in the starter box, it worth mentioned with him too. Chosen Ground can be crucial to help you with terrain patches, and help you to secure a charge with his feat. Until you reach your target, Tactical Supremacy's 3" extra move can help you closing in - or take refuge, after you pushed your target afar with Batter. If you expect to reach your target, swap it to Fury, and load it up with focus to kill whatever comes near the rip saw.
  • Eilish1's Puppet Master can be vital in ensuring its first melee attack hits against more elusive targets.
  • Any source of Boundless Charge so it does not have to pay to charge and use that focus to buy another melee attack. That is Sorscha0, Sorscha1 and Vladimir1.

Drawbacks & Downsides

  • It's extremely focus hungry, you want to boost attack and damage on the first shot (due to RAT 4 being an issue), and damage on the second for maximum output into a single target. On a charge you definitely want to boost the attack roll on the first attack and then buy extra attacks.
  • Only one initial in melee means its damage output falls flat compared to its brethren with two melee weapons.
  • RNG 10"/Spd 4 makes using the gun a dangerous prospect. Make sure you can Batter away would be attackers and/or screen your jack.

Tricks & Tips

  • You can forfeit movement for the aiming bonus, and still move via Beat Back. Stack with Energizer to set up for aimed shots, as you need to make your Beat Back move directly toward your target.
  • The Decimator's low RAT essentially forces you to boost every attack. Depending on your targets, the Decimator can be as efficient or as focus-hungry as you want it:
    • You can allocate zero and go after something low DEF. If you've only got one focus to play with (from Power Up), then don't boost your first ranged attack. If you hit, then great, spend it to boost damage. If you miss, then you can face the tough decision about whether to spend it to boost the attack, or don't boost & risk missing & having a wasted focus.
    • You can allocate one and go after something mid-DEF. Boosting both attack rolls and you've got decent chances of hitting DEF 12 or so.
    • You can allocate two and go after something mid-DEF. Boost both attack rolls, and boost one damage roll.

Overall, you're better off using a caster that can improve accuracy (or decrease enemy DEF) rather than fueling it with raw focus turn after turn.

Other

Trivia

Released in Prime Mk2 (2010)

Other Khador models

Template:Index Khador

Rules Clarifications

Template:RC Batter Template:RC Sustained Attack Template:RC Warjack Template:RC Construct