Can I ram more than one ship with the VT 49?

By bmwrider, in X-Wing

I think the player must stop after hitting the first ship, so ramming more than one ship requires you to contact two ships at the same time to over lap them right?

Or do you over lap first then (bounce off so to speak) after over lapping ships allowing you to hit all ships positioned at the far end of your maneuver?

How can I ram more than one?

What is the best way to use ramming?

Edited by bmwrider

Oicunn specifically says you deal damage to every enemy ship you're touching at the end of the move.

You'd have to be perrrrrrfectly lined up to hit two, as you're right, you stop as soon as you hit one. I think you'd be seriously pushing it to try deliberately to hit more than one, to the extent your opponent may cast doubt on the accuracy of your movement. Possible, of course, when people start all their ships perpendicular with the deployment zone edge, but you know. I think aim to hit one, and be pleasantly surprised if you every hit two.

Keep in mind that while it is theoretically possible to end your movement contacting two enemy ships at the same time, the likelihood of it actually happening is basically infinitely small. After stopping short to avoid overlapping an enemy ship, no matter how close another enemy ship appears to be, there is almost certainly at least a microscopic amount of distance left to go.

You won't be able to fly into two ships at once, you'll hit one first. The only way I can see to ram two is if two ships fly into you, then you get completely movement blocked on the next turn.

You won't be able to fly into two ships at once, you'll hit one first. The only way I can see to ram two is if two ships fly into you, then you get completely movement blocked on the next turn.

Good point, I hadn't thought of that! Which you could do deliberately without /too/ much trouble. Not gonna happen right often though.

You won't be able to fly into two ships at once, you'll hit one first. The only way I can see to ram two is if two ships fly into you, then you get completely movement blocked on the next turn.

Good point, I hadn't thought of that! Which you could do deliberately without /too/ much trouble. Not gonna happen right often though.

Well let's just say that if your opponent slams both of his ship into Oicunn prior to him moving... he deserves whatever's coming to him :P

You won't be able to fly into two ships at once, you'll hit one first. The only way I can see to ram two is if two ships fly into you, then you get completely movement blocked on the next turn.

Good point, I hadn't thought of that! Which you could do deliberately without /too/ much trouble. Not gonna happen right often though.

Well let's just say that if your opponent slams both of his ship into Oicunn prior to him moving... he deserves whatever's coming to him :P

Does other ships running into you count?

Does other ships running into you count?

I think not as card text applies on the pilot itself unless otherwise specified. So it is only after your own maneuver.

I don't see practically any other way to to hurt more than one ship that they have bumped you already previously and then you bump them in turn staying where you were.

Edit: Thanks to Funkleton for citing the FAQ.

Edited by Hanu

You can also attach Anti-pursuit lasers to the raminator so every ship that touches you gets a damage.

You can also attach Anti-pursuit lasers to the raminator so every ship that touches you gets a damage.

Has a chance, of taking damage.. ;)

You won't be able to fly into two ships at once, you'll hit one first. The only way I can see to ram two is if two ships fly into you, then you get completely movement blocked on the next turn.

Good point, I hadn't thought of that! Which you could do deliberately without /too/ much trouble. Not gonna happen right often though.

To do it deliberately you'd need to block them so they're touching you, ionise them so that they crash into you again, then block Oicunn with a TIE fighter so he doesn't move, it'd be a pain to do for a minor payoff, especially considering for the points you'd have to spend on that maneuver you could just whack them with a Proton Bomb for greater impact. I think a double Oicunn hit is much more likely to happen by mistake or something you spot situationally and capitalise on (such as blocking Oicunn with a barrel roll from an Academy TIE).

Edited by TIE Pilot

FAQ page 8

Touching Multiple Ships
A ship can end its maneuver touching multiple ships. If a ship overlaps
two ships, and its own base ends its maneuver touching both ships it has
overlapped after moving backwards along the template, the overlapping ship
is considered to be touching both overlapped ships, and both overlapped ships
are touching it.

http://www.fantasyflightgames.com/ffg_content/x-wing/support/faq/X-Wing-FAQ-low-res.pdf

Note that his ability does specify "touching" not "overlapping". Ships that a parallel to one another can be touching w/o overlapping. Now while that increases your possibilities of touching more than 1 enemy ship at a time, it's still only marginally increased.

Edit: Ninja'd!

Edited by Galactic Funk

Keep in mind that while it is theoretically possible to end your movement contacting two enemy ships at the same time, the likelihood of it actually happening is basically infinitely small. After stopping short to avoid overlapping an enemy ship, no matter how close another enemy ship appears to be, there is almost certainly at least a microscopic amount of distance left to go.

true enough, yesterday in a game with dual decimators, if I had come at the line of TIEs my opponent fle, I could have had as many as 3 in line to ram into.. this tactic, while fun and innovative, is going to be hard to hit multiple targets, but team it with the anti persuit lasers and it might be more fun with jumping in the middle or the swarm and just smash and bash willy nilly...

Question, though - if two ships do fly flat-on into Oicunn, and collide, stopping "in contact" with him...and he then moves '1-straight' forward...technically he would clear them, but still be 'touching' them both after his maneuver, no? (As a fighter base is exactly '1-straight' in length)

Its blocked due to the movement guide nubs.. 1 straight is the length of the base, not with the nubs.

You won't be able to fly into two ships at once, you'll hit one first. The only way I can see to ram two is if two ships fly into you, then you get completely movement blocked on the next turn.

Good point, I hadn't thought of that! Which you could do deliberately without /too/ much trouble. Not gonna happen right often though.

To do it deliberately you'd need to block them so they're touching you, ionise them so that they crash into you again, then block Oicunn with a TIE fighter so he doesn't move, it'd be a pain to do for a minor payoff, especially considering for the points you'd have to spend on that maneuver you could just whack them with a Proton Bomb for greater impact. I think a double Oicunn hit is much more likely to happen by mistake or something you spot situationally and capitalise on (such as blocking Oicunn with a barrel roll from an Academy TIE).

How could you arrange for several enemy ships to run into you all at once though?

Ion-torpedoes.png

Oicunn is going to further increase popularity of the pinwheel, so the possibility of hitting two ships at once is basically nill.

It's fairly easy with Daredevil. Pop one, then DD into the other :D

That's two triggers of the ability (also 7 points because you semi-need EU too and you get double stress :( ), the question here is can you do it with one? The answer's yes, but only if two ships collided with your front and then your move is completely blocked. Possible but improbable.

Note that his ability does specify "touching" not "overlapping". Ships that a parallel to one another can be touching w/o overlapping. Now while that increases your possibilities of touching more than 1 enemy ship at a time, it's still only marginally increased.

Edit: Ninja'd!

Ah the old Touching =/= Touching debate

As has been explained many times before on these forums, the term “Touching” is a specific game reference for when a ship has overlapped another ship.

You can be in physical contact with another ship but still not “Touching” it, the most obvious situation is where you can barrel roll to be in physical contact with another ship but not Overlapping/touching it.

With Oicunn if you were to have several ships overlap into the side of him the previous turn, then were you to do a 1 straight you would still only overlap the ship in front of him that turn, and only be “Touching” that 1 ship at the end of the activation phase even if you actually went nowhere and there were 3 other ships that were Physically adjacent/in contact” to him at the end of the activation phase.

Again the term “Touching” in X-Wing does not mean touching in a physical sense, for reference refer to the very same FAQ Page 8 where it actually says:

Overlapping inline ships

Sometimes a round will end with two ships touching each other, parallel, and

facing the same direction. If both ships are the same base size and execute

the same unobstructed straight maneuver during the next round, the ships

do not overlap each other and are not considered touching, even though they

remain physically adjacent.

To do it deliberately you'd need to block them so they're touching you, ionise them so that they crash into you again, then block Oicunn with a TIE fighter so he doesn't move, it'd be a pain to do for a minor payoff, especially considering for the points you'd have to spend on that maneuver you could just whack them with a Proton Bomb for greater impact. I think a double Oicunn hit is much more likely to happen by mistake or something you spot situationally and capitalise on (such as blocking Oicunn with a barrel roll from an Academy TIE).

That's not the only way you could pull it off, you just need to do an unexpected move that takes you into their path (I can see Expert Handling helping here), provided you have the lower PS, then next turn pick a move you know you can't complete. I'm not saying it's easy, anything but, but you don't /need/ to ion anybody.

To do it deliberately you'd need to block them so they're touching you, ionise them so that they crash into you again, then block Oicunn with a TIE fighter so he doesn't move, it'd be a pain to do for a minor payoff, especially considering for the points you'd have to spend on that maneuver you could just whack them with a Proton Bomb for greater impact. I think a double Oicunn hit is much more likely to happen by mistake or something you spot situationally and capitalise on (such as blocking Oicunn with a barrel roll from an Academy TIE).

That's not the only way you could pull it off, you just need to do an unexpected move that takes you into their path (I can see Expert Handling helping here), provided you have the lower PS, then next turn pick a move you know you can't complete. I'm not saying it's easy, anything but, but you don't /need/ to ion anybody.

True, but less reliable than ion control. The kind of swarmy lists this works best against are usually Lower PS than oicunn. Ion torpedoes would be good for a ram setup against any group of small ships. Probably not a competitive tactic either way, though.

True, but less reliable than ion control. The kind of swarmy lists this works best against are usually Lower PS than oicunn. Ion torpedoes would be good for a ram setup against any group of small ships. Probably not a competitive tactic either way, though.

Could be fun though! If you've come up with your Decorator list and have the right number of points left over, you could probably do worse than buy the ion torpedo.