Oicunn Squad Help

By TheGreedyMerchant, in X-Wing

I am terrible at building squads. I have wanted to try Oicunn since the gametrade article was released about his pilot ability. So far I have the following (the idea sounds fantastic on paper but I don't know how well it will do on the table).

Oicunn: (57 Points) Ruthlessness, Gunner, Mara Jade, Seismic Charge, Dauntless title

3 X Academy Pilots (36 Points)

The idea is fairly straight forward, fly headlong at a formation trying to base as many enemy ships as possible and deal them a damage. Blast one you didn't quite base and deal another damage to one you ran over. Mara Jade deals out stress to all the ships at range 1 of Oicunn and then your opponent either clears his stress and risks getting a bomb dumped on him/her or they keep their stress and get as far away as possible to avoid the bomb (either way they are getting shot again as Oicunn flies on by).

As of now I have seven points left. I can use them to make the academies better for sure, another option is to add rebel captive. My reasoning for RC is mainly phantoms as once they shoot they lose their recloak which gives me a chance to punish them for shooting at me in the first place.

Potential Weaknesses:

  1. Opponent spreads out minimizing how many ships that Oicunn bumps.
  2. Being overwhelmed by larger numbers (not enough ships)
  3. Anything I have overlooked

What would make this better or is this just a great idea on paper but probably terrible on the table?

http://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v3!s!97:100,-1,21,94,-1,24:15:-1:;10::-1:-1:;10::-1:-1:;10::-1:-1:

Edited by TheGreedyMerchant

The problem with the build above IMO is you aren't playing to the strengths of the ability. Seismic Charges are what they are, and ordinance is rarely seen for a reason. Gunner and Ruthlessness play off of attack power, but often enough you aren't relying on that and indeed you are just racking up points.

Dauntless and Mara Jade do work well on him however. To add, if you are going to be using his ability add in Intimidation to reduce the agility of those he rams, and Tactical Jammer so that he blocks shots past him to you other ships. After that I think you are just adding unnecessary points, though arguments for Moff or Isard could be made.

Swap ruthlessness for predator, you'd benefit more from the better shooting, plus you can ram, focus + mini target lock with potentially 4 dice. Another thing with oicunn with predator is you don't mind flying over asteroids as much since the bump is worth the damage you may or may not receive and predator reduces the impact of the action loss. To tidy it up I would drop Mara jade, you want gunner to help ensure a return on your 50 pt ship.

Captain Oicunn — VT-49 Decimator 42

Intimidation 2

Mara Jade 3

Rebel Captive 3

Tactician 2

Dauntless 2

Black Squadron Pilot — TIE Fighter 14

Veteran Instincts 1

"Dark Curse" — TIE Fighter 16

Black Squadron Pilot — TIE Fighter 14

Veteran Instincts 1

100pts

Give it a spin, it has been quite fun in test games (using a proxy).

Captain Oicunn — VT-49 Decimator 42

Intimidation 2

Mara Jade 3

Rebel Captive 3

Tactician 2

Dauntless 2

Black Squadron Pilot — TIE Fighter 14

Veteran Instincts 1

"Dark Curse" — TIE Fighter 16

Black Squadron Pilot — TIE Fighter 14

Veteran Instincts 1

100pts

Give it a spin, it has been quite fun in test games (using a proxy).

I like all of it except for the tactician. He could easily be swapped out for Jerrjerod I suppose or some such.

Easily!

That extra stress in arc though, when it happens - is just so nasty. :)