Experimental List - Ramming Speed

By SableGryphon, in X-Wing

Captain Oicunn (42)
Daredevil (3)
Engine Upgrade (4)
Dauntless (2)

Academy Pilot (12)

Academy Pilot (12)

Omicron Group Pilot (21)
Darth Vader (3)

Total: 99

Ok, so this is what I'm thinking. It's an Anti-Phantom/Interceptor list primarily.

The Academy Pilots act as blockers. Their role is to mess with high value targets, try to strip actions, and generally foul the waters.

Captain Oicunn should charge forward. Since the high value phantoms/interceptors move after you, the goal is to just flat out run into one. This will do a damage. You then trigger Daredevil (via Dauntless) to perform a one hard turn. Overlapping again, doing a second damage to the victim (you will now have 2 stress).

The doomshuttle should slow roll. If the phantom moves passed the Decimator, you should have it in arc of this cow. Vader will crush it, doing a nice crit to it, as its shields are gone.

With the amazing dial the Decimator has, you should be able to slam into important targets.

I'll have to play with it to verify that this works as planned, but I think it's a pretty strong anti-phantom/interceptor list. Even rebel ace pilots will need to worry, as this will strip shields off X-Wings pretty quick and the doomcow will be there to prey upon them.

I've been trying to put a ram-oriented list together and it looks a lot like this, but it's oriented against formations.

What I've been trying to engineer is a situation in which the enemy (preferably multiple enemies) bumps into Oicunn, and then Oicunn maneuvers and crushes them. I think this might be do-able using Ion Torpedoes as crowd control and APL for extra damage. The sequence of events being:

Ion Torpedo hits enemy formation

Oicunn moves to block

Enemies hit Oicunn and trigger APL

Oicunn's next move hits multiple enemy ships

The order of these events also depends on PS of the enemy ships and initiative, and I'm still working out how to actually execute this kind of maneuver.

I've been trying to put a ram-oriented list together and it looks a lot like this, but it's oriented against formations.

What I've been trying to engineer is a situation in which the enemy (preferably multiple enemies) bumps into Oicunn, and then Oicunn maneuvers and crushes them. I think this might be do-able using Ion Torpedoes as crowd control and APL for extra damage. The sequence of events being:

Ion Torpedo hits enemy formation

Oicunn moves to block

Enemies hit Oicunn and trigger APL

Oicunn's next move hits multiple enemy ships

The order of these events also depends on PS of the enemy ships and initiative, and I'm still working out how to actually execute this kind of maneuver.

I think the potential is there but the dependence on higher/lower PS is going to temper it a lot. See Thread title "Boop" for the ultimate Big O Death Roll.

It leaves you double stressed though. Dauntless gives you a free action, followed by a stress, and Daredevil gives a stress according to the FAQ, leaving a second stress for you to clear. I suppose in the next turn you just can't do both, but otherwise sounds like a blast to play.

It leaves you double stressed though. Dauntless gives you a free action, followed by a stress, and Daredevil gives a stress according to the FAQ, leaving a second stress for you to clear. I suppose in the next turn you just can't do both, but otherwise sounds like a blast to play.

Yeah, that's the downside. I think it's worth it to potentially wipe out a Phantom in one round without having to hit it with an attack. Plus, with it's dial, you can always just run, clear the stress, and by the time they can reach you again, have all your stress cleared for the next attack.

So this list is the inverse of your 5-Gamma Bomber list?

Instead of trying to get your opponent behind you to do damage, you're trying to get your opponent in front of you to do damage. So this changes the psychology of how the person would play: instead of trying to stay out from behind you, they are trying to stay out of your flight path.

The tricky part of this list is that they have to be thinking at least a turn ahead so their move on Turn X doesn't put them in a spot to be crushed on turn X+1. And since most ships have to keep you in front arc, it becomes difficult to keep you in arc with those ships and yet still out of being run over next turn by it. I was tempted to drop the two academies and have a Gamma + Proton Bomb instead, so any craft that tried to run behind the Decimator would risk that.

I was tempted to drop the two academies and have a Gamma + Proton Bomb instead, so any craft that tried to run behind the Decimator would risk that.

Why not drop a single Academy and get a Proximity mine on the Decimator to drop when you've rammed a Phantom?

That leaves you with five points so you might have room for an Intelligence Agent and a Navigator on the Decimator to know where to go?

I was tempted to drop the two academies and have a Gamma + Proton Bomb instead, so any craft that tried to run behind the Decimator would risk that.

Why not drop a single Academy and get a Proximity mine on the Decimator to drop when you've rammed a Phantom?

That leaves you with five points so you might have room for an Intelligence Agent and a Navigator on the Decimator to know where to go?

I keep forgetting that the Decimator has a bomb slot. I'll do Proton Bomb instead of Prox Mine, since that requires an action. Hrm... that leaves me 8 points. Upgrade the shuttle to Yorr, so I can finish the turn unstressed if I really want to mess with people. 5 points. Rebel Captive, so if the phantom shoots me, it can't cloak and therefore I can shoot it. Maybe an intel agent?

If you do the Prox Mine, you can drop it thanks to Dauntless after having moved into their path.

I was tempted to drop the two academies and have a Gamma + Proton Bomb instead, so any craft that tried to run behind the Decimator would risk that.

Why not drop a single Academy and get a Proximity mine on the Decimator to drop when you've rammed a Phantom?

That leaves you with five points so you might have room for an Intelligence Agent and a Navigator on the Decimator to know where to go?

I keep forgetting that the Decimator has a bomb slot. I'll do Proton Bomb instead of Prox Mine, since that requires an action. Hrm... that leaves me 8 points. Upgrade the shuttle to Yorr, so I can finish the turn unstressed if I really want to mess with people. 5 points. Rebel Captive, so if the phantom shoots me, it can't cloak and therefore I can shoot it. Maybe an intel agent?

Oooh, nasty Rebel Captive, hadn't thought of that one. Upgrade to Yorr I had forgotten to mention but was included in my calculation.

An imperfect option but a try

Captain Oicunn (42)

Ruthlessness (3)

Gunner (5)

Rebel Captive (3)

Ysanne Isard (4)

Proximity Mines (3)

Omicron Group Pilot (21)

Darth Vader (3)

"Backstabber" (16)

Total: 100

View in Yet Another Squad Builder

Doesn't really need actions. Don't care. Unavoidable damage in ramming and then ruthlessness and also darth vader. Back stabber could be changed to dark curse or night beast. Seems like that might add some survivability as both the doomshuttle and the back stabber seem like good targets. You might lose them but that should leave you plenty of time to mess up some poor buggers with the gunner and then ruthlessness

Gunner in vt with ruthlessness sounds fun. Ysanne keeps him alive longer. Rebel captive as extra deterrent. Not sure if useful or perhaps better to add Mara jade.

I think bomb is a must because eventually they'll get behind you.

I like the list OP. I always thought of Intimidation as the standard for Oicunn myself, but the low PS skill he has does make me think about Daredevil. Many try and get in a Wingman to help with the double stress? Or use Yorr in the Shuttle to absorb some?

Here's my planned albeit untested version of the same:

Captain Oicunn — VT-49 Decimator 42
Daredevil 3
Mara Jade 3
Engine Upgrade 4
Dauntless 2

Captain Yorr — Lambda-Class Shuttle 24
Advanced Sensors 3

"Dark Curse" — TIE Fighter 16
Stealth Device 3