Michiel's Let's Discuss: Captain Oicunn #17

By MichielR, in X-Wing

Hello again X-wing fans!

This week I want to take a look at the Decimator piloted by Captain Oicunn. He's pretty decked out and a lot of points but **** it's a fun ship to fly. Next week I'll be taking a look at more Rebel Aces and maybe the YT-2400 as well.

I'm coming up on 750 subs bringing me ever close to my first milestone of 1000, thank again for all the sharing and positive feedback on my video's.

With the re-re-release of X-wing and TIE-Fighter I was thinking of adding a little gameplay of those games to my channel, if people are interested. Perhaps some X-wing Alliance as well.

Thanks again and see you next week.

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I'm partial to Daredevil for Oicunn's EPT. I was also wondering about giving him (or an escort) an Ion Torpedo.

Cool vid MichielR.

There is just a minor flaw in your build. If you want to make Intimidation 'work' you must not jump over

Mara Jade should be excellent on Oicunn. I'm not as much of a fan of Engine Upgrade on him, though, since a Boost is not a maneuver, so you can't ram with it.

Intimidation is a good call, especially assuming you run a TIE mini-swarm to back him up.

I'm not sure Dauntless is as good as it might seem at first, unless you bring a crew with an action, like Fleet Officer. I'd probably be more likely to run it on Kenkirk/Isard to ensure he gets that extra defensive action, or on the Rear Admiral to guarantee that you can get your Expose action.

I'm still a fan of adding APL. If your enemy picks the wrong maneuvers you can get your ramming damage in and block them, triggering APL for a second chance to hit them. Since it's a large base ship, it should be pretty easy to block people successfully, even more so since he's the kind of pilot who you want to have in the heart of the scrum. All of this makes APL seem like an auto-include for him, in much the same way that Ysanne Isard is auto-include on Kenkirk.

Really disappointed with this weeks show... No let it focus ;)

Very good as always. Will be fun to see builds like that on the board. Tough to pull off but will be really effective when it works. It will need the Ties to work best.

I'm also in the camp that believes you should have Anti-Pursuit Lasers on Oicunn. It would make fighting him exceptionally annoying and since he's a large ship that can go relatively fast you don't exactly need Engine Upgrade. EU would only really work well if somehow he was able to trigger a boost action prior to his movement, in the same way that Advanced Sensors works. Mara Jade is also really scary, so thank goodness there's only one of her. Rebel Captive isn't terrible either.

Fighting him decked out this way is going to be gross, and I hate it already. That said, it's a brilliant build.

This is one bad mamba Jamba and cannot wait to get one ; maybe by my 7th Bday lol...Great video too...

Personally I think I would substitute Tactical Jammers for EU and Dauntless. Oicurn is a born blocker, and this would just help any TIE swarm following him up. As stated previously AP would also be a valid (and more aggressive) choice.

Edited by AllDeadDave

Big O Death Roll:

Big O+ dauntless+ daredevil+ Eu+ Vader+ Mara(gunner if you're going all out).

Step 1: Ram anything. Do it. 1'damge, more if they still formation fly.

Step 2: activate dauntless. Do it again. (2-4 damage already).

Step 3: if they were lower PS. Ok. Vader hate something. If they are higher PS, now they move.

Step 4: fire. Vader hate. (3-5 damage now... Even if you rolled all blanks).

Step 4b: if you missed and have gunner, Vader hate again (4-6 damage, 2+ of which are crits. Can 1 shot any ship that isn't a YT or decimator).

Even poking a single hit through with the primary turret means you can strip the shields off anything that isn't a falcon or invested in more. If you get a phantom in your sights it is automatically dead if it didnt choose one specific combination of decloak+ manuever. Any awing or Z. Auto dead. Any tie or single Hp bump interceptor. Auto dead.

It is the death roll. All your opponent can do is watch as you deal auto death. To add insult to injury, you're still rolling 3-8 dice to dodge if something manages to get loose.

I like all off your input.

Tactical Jammer does look like a solid upgrade on Oicunn as well.

Intimidation is cool because it pairs well with his ability, but yes - it's useless if you decide to fly over him and shoot them instead. I see it more as the ability to be able to do both, which keeps your enemy guessing. :)

I had not considered Daredevil yet, excellent find!

Thanks for all the positive feedback everyone!

Rakky, I'm not sure if the Deci can do all that damage in the way you described. You would be only able to ram once (a boost will not allow an overlap), and Vader can only activate after an attack (not a maneuver). Still Ram, boost (or roll) away, turret, Vader, or if missed gunner and Vader again. 3-7 damage.....YOUCH!!!

Edited by AllDeadDave

Rakky, I'm not sure if the Deci can do all that damage in the way you described. You would be only able to ram once (a boost will not allow an overlap), and Vader can only activate after an attack (not a maneuver). Still Ram, boost (or roll) away, turret, Vader, or if missed gunner and Vader again. 3-7 damage.....YOUCH!!!

Yeah, that's what I really like about this build. It's a lot of points, but it does a lot of damage in a fun way.

I really can't wait until this is available in the US.

You are not boosting. You are using daredevil. EU is only there to prevent damage from daredevil and to help get into the fight fast and for preservation if big o makes it to late game.

It works. If it's worth the cost is the question.

GAK!!!
Well, I stand corrected.

Edited by AllDeadDave

Ya. Gonna vassal it later.

Man I can't wait to try the DeciDevil.

I'm opting for Saboteur over Daredevil.

Also, I don't have the Engine Upgrade card and don't intend to buy a Falcon.

Decimator Daredevil seems like a lot of fun. :)

I told you so ;)

I told you so ;)

Tried it out a few days ago - that was a huge success. Thanks.

The double bulldozing will either hurt your enemy directly or force his forces apart. I've had a blast flying it with next to either Echo or Boba Fett, but decided that it is time to try some of the other Decimator options - the next couple of times I get it to the table (or Vassal) I'll leave Oicunn in storage and start to try out the other pilot builds.

No doubt, though, the first thing when the ship becomes tournament legal will be to take Oicunn to town.

To go with that Oicunn build, how about two Omicron Group shuttles with Tactician? =D They'd be 23 apiece, putting you at 100 squadron points.

To go with that Oicunn build, how about two Omicron Group shuttles with Tactician? =D They'd be 23 apiece, putting you at 100 squadron points.

Or you could trade the Tacticians for Ion Cannons...

Now you are just being mean.

(I love it)