VT 49 , ramming speed.

By Gadge, in X-Wing

Ok lots of groovy cards to do damage to ships you either crash into or get dead close to but im wondering with PS4 how you make that crash happen.

VI

*or*

Stay on target.

Stay on target seems like a good bet but its yet another stress generator for a ship thats not going to be amazing at clearing them withouth just cruising forward (or slightly to one side of ofrwards) at speed 2

Ideas?

I've only just got my VT49 so still trying to get my head around the whole 'rammming' tactic.

You really don't want VI at all. It's much easier to hit enemy ships if they don't get to move between you setting your dial and you moving.

Oh yeah good point.

I was thinking of this as a 'hammer and anvil' list

100 points

43 points
"Echo”
Unique
When you decloak, you must use the [bank_left.png2] or [bank_right.png2] template instead of the [forward.png2] template.
Ysanne Isard (4)
Fire-Control System (2)
Outmaneuver (3)
Advanced Cloaking Device (4)
57 points
Captain Oicunn
Unique,
After executing a maneuver, each enemy ship you are touching suffers 1 Damage.
Navigator (3)
Mara Jade (3)
Gunner (5)
Dauntless (2)
Anti-Pursuit Lasers (2)

OK I am having a little bit of difficulty understanding the ramming in his case. OK he moves at PS 4 and does not hit anyone or is in contact with anyone after his manuever so no damage is given at that point. Say as PS 7 then moves and comes in contact with him. Does the PS 7 take damage at that point or is it just immediately after Oicunn does a manuever.

If Oicunn hits someone, they take damage. If someone hits Oicunn, they're in the clear. Unless he's got APLs installed.

Ysanne doesnt belong on Echo. The very nature of Ysannes ability means that Echo will be on 1 HP left before it even kicks in.

Ive got a very similar list planned but its a straight 40/60 (Echo/Oicunn) point split. Dont overthink Echo. We already know how Echo works, you dont need to force anything from the new set on there and the crew are the last things id try.

Its why i put APL on the 'anvil' in this list.

Ysanne doesnt belong on Echo. The very nature of Ysannes ability means that Echo will be on 1 HP left before it even kicks in.

Ive got a very similar list planned but its a straight 40/60 (Echo/Oicunn) point split. Dont overthink Echo. We already know how Echo works, you dont need to force anything from the new set on there and the crew are the last things id try.

Very good point, for some reason i'd thought phantoms had three hull points. I'll take her off and put her on the dauntless.

No i wont, not enough crew slots.

I'll have a think about it.

Ysanne doesnt belong on Echo. The very nature of Ysannes ability means that Echo will be on 1 HP left before it even kicks in.

Ive got a very similar list planned but its a straight 40/60 (Echo/Oicunn) point split. Dont overthink Echo. We already know how Echo works, you dont need to force anything from the new set on there and the crew are the last things id try.

You are absolutely right!

Also if icould i would rather give Oicunn enhanced scopes instead of veteran instincts! Sadly no systems upgrade!

No i wont, not enough crew slots.

I'll have a think about it.

If im honest, id only ever put Navigator, Gunner, Recon Specialist or Rebel Captive on Echo.

Navigator isnt THAT needed on Oicunn because he's a pretty low PS so most things wont actually move before he gets to move at them. Its only the base rookies that actually move before him.

Edited by Sonikgav

I might trade places with Ysanne and the Gunner.

I'll probably keep navigator as a lot of my opponents like cheap z95s and academy ties

Thanks Tie Pilot.

How im running this list...

Oicunn - Intimidation, Moff Jerjerrod, Mara Jade, Ysanne Isard, Anti Pursuit Lasers, Ion Torpedoes

Echo - Recon Specialist, Fire Control System, Veteran Instincts, Advanced Cloaking Device

- 100pts

Only options im reconsidering is the FCS on Echo and Jerjerrod on Oicunn for Advanced Sensors on Echo and Intel Agent on Oicunn.

Agent gives me information that Echo can take advantage of and i can get actions before i take my move, being able to decloak then Barrel Roll THEN move is useful, though it doesnt really work with Recon Specialist (that would probably change to Rebel Captive).

Edited by Sonikgav

I know everyone is all excited about Oicunn and his ramming shenanigans, but I have used him afew times and he seems to die really fast. I guess by his nature he is going to be in the thick of it and be taking loys of range one shots from his victims wingmen. I prefer Kenkirk. He pairs great with Isard, and seems to last a lot longer. I think I have used him in about 8 games or so and have yet to lose him. I lost Oicunn early in all 3 games i have used him in. Ramming is not for me apparently.

Thats why hes my 'anvil' i expect him to get hammered, i'm just hoping 'echo' as 'hammer' has things in between the two of them to beat senseless :)

I find that ramming is not mandatory with Oicunn, but it is a constant psychological factor that your opponent has to take into consideration. Especially if he is packing a bomb.

Flying head on with Big O is not the way to go.

Oh and when that golden ram-kill happens, it makes you smile - every **** time.

Edited by Keffisch

My buddy killed an A-Wing last night with its Stealth Device still intact. Oicunn says hello!