Yorr Oicunn Double tap

By That Blasted Samophlange, in X-Wing

Oicunn 42

Navigator 3

intelligence agent 1

Dauntless 2

Engine upgrade 4

Saboteur 2

Daredevil 3

proximity mine 3

Black squad 14

Wingman 2

Captain Yorr 24

Could this conciveably get three actions in a round? Bump an enemy, Yorr takes the stress from dauntless, do daredevil to bump again, Yorr takes stress again, then boost to get in firing posistion or do other action like saboteur or target lock.

The proximity mine is there for if you successfully pull off being in front of someone and the black squad wingman to bleed some of Yorr stress.

This is not meant to be competitive, just fun bumper cars style.

Edited by That Blasted Samophlange

or you could get the admiral put on expose and IE and have a quadruple semi focused turret tap... put on Yaz as a crew member to help with damage control. escort with two ties and a Interceptor!! for a 11 red dice slinging squad with 4 of those being a turret that can cover the others as they get picked on. or escort the admiral with a couple of space cows with one running interference in front with the jammer. Soooo many builds i want to try... Also got a couple of Double deci builds that i may try as well... Although i like the 4 ship squad as it will divide up the incoming fire... and the smaller ships being nimble should be able to get out of arc easier or get back on target easier. of course with a double deci build that's not a problem...

Way too many points into a single zero-agility ship. You're not going to do enough damage with the rams to make up for the fact that you have exactly one relevant ship on the table and once the obvious priority target is dead your opponent wins easily. A single TIE isn't going to get anything done, and your support shuttle is way too easy to outmaneuver without any other threats around to demand attention.

Edited by iPeregrine

Meh. Was going for fun, rather than to win.

I'm not asking if it is a good competetive build, only if it is possible to do by the rules.

Could this conciveably get three actions in a round? Bump an enemy, Yorr takes the stress from dauntless, do daredevil to bump again, Yorr takes stress again, then boost to get in firing posistion or do other action like saboteur or target lock.

I could mirror what others have already said, that you are putting too many points in one ship, but that need not be a problem. If you have a solid build and a good grasp on how to fly it there is nothing keeping you from fielding up to 60 pts in one ship, however...

Your Decimator suffers from having too many upgrades bound up in actions. That goes for both Daredevil, Engine Upgrade, Saboteur, Proximity Mine as well as your two standard actions on your action bar, Focus and Target Lock. In short you have 6 possible actions, but you can only use one every turn. A lot can be said for versatility but that is a whole lot of points that'll be idle every round.

Daredevil says it is a maneuver, and dauntless says after a maneuver, perform a free action and get a stress. So, maybe two actions is all that can be done. Move to hit an enemy then as an action do daredevil (which states it is a maneuver) and hopefully hit the same enemy which gets a second action from dauntless.

I was incorrect about the three actions, I admit, but two seems possible.

Daredevil says it is a maneuver, and dauntless says after a maneuver, perform a free action and get a stress. So, maybe two actions is all that can be done. Move to hit an enemy then as an action do daredevil (which states it is a maneuver) and hopefully hit the same enemy which gets a second action from dauntless.

I was incorrect about the three actions, I admit, but two seems possible.

Check Daredevil again. :)

It starts with the header: "Action:"

Any upgrade card with this header is used as - and uses - an action. The manuever bit is there for other reasons, to distinguish it from the rules for boosts, barrelrolls and decloaking. Any of those are impossible if you cannot complete it without overlapping another ship or obstacle with your ship or if your movement template overlaps an obstacle. That is not the case for Daredevil and that is why you have it on Oicunn to begin with - daredevil allows you to overlap, and thus touch and actiavate Oicunn's ramming ability, because it follows the rules for maneuvers (though it is still done as an action).

Daredevil says it is a maneuver, and dauntless says after a maneuver, perform a free action and get a stress. So, maybe two actions is all that can be done. Move to hit an enemy then as an action do daredevil (which states it is a maneuver) and hopefully hit the same enemy which gets a second action from dauntless.

I was incorrect about the three actions, I admit, but two seems possible.

Okay, I see there are two misunderstandings and I only addressed the Daredevil one.

As for the Dauntless title, the term "Free action" is used throughout the game, for a number of reasons (primarily to remind that it is an action and thus not possible if stressed). In this case you have already missed your opportunity for doing your regular action the moment you overlapped another ship with the movement from your dial. That action has been missed and the opportunity to do it will not return.

What Dauntless allows you to do is to do an action at a time when actions cannot normally be done, namely after being blocked from taking your normal action because of having overlapped another ship. You get the opportunity to take an action outside the normal timing for actions, and you pay for that by getting a stress. But you could only do this because you just missed getting your regular action.

And I agree in most cases. However, due to the wording of the dauntless title, daredevil and what the faq says about daredevil:

dAredevil

A ship that performs the Daredevil action follows all normal rules for executing a maneuver. Daredevil may be performed even if the ship would overlap another ship or obstacle; resolve the overlapping as normal.

This seems possible.

Is it optimal? Not by a long shot. Will yiubbe able to do it all the time? No. You get to do it once, and only if you have a way to bleed stress (Yorr) instantly.

Oh, Daredevil, Engine Upgrade and Dauntless are certainly an interesting combo for Oicunn; It just doesn't give him multiple actions.

Oh, Daredevil, Engine Upgrade and Dauntless are certainly an interesting combo for Oicunn; It just doesn't give him multiple actions.

Yes it does. Read the cards again.

Daredevil causes a ship to execute a maneuver, and explicitly follows all of the normal rules for executing a maneuver.

Dauntless triggers whenever you execute a maneuver that causes you to overlap a ship. It does not say "when you execute the maneuver during the normal sequence", it triggers from ANY maneuver regardless of when or how the maneuver is executed.

Therefore the combo works. You execute your normal maneuver, overlap a ship, and get a free action. You use that free action to perform the daredevil action, which causes your ship to execute a maneuver. If that maneuver overlaps a ship (and it probably will) the Dauntless title card triggers again and gives you another free action. Then of course the combo ends here, since the boost action provided by engine upgrade does not cause you to execute a maneuver and simply fails if you would overlap.

I am interested in what the timing is for this. Is Yorr needed to pull off two stress tokens in this chain or just one?

Is it:

Move, Dauntless activates, Daredevil activates, Dauntless stress, Daredevil stress

OR

Move, Dauntless activates, Dauntless stress, Daredevil activates, Daredevil stress

I think its the first option, so is this then correct?:

Oicunn moves, bumps, activates Dauntless, performs Daredevil free action, then receives stress from Dauntless, Yorr takes stress from Dauntless, since Oicunn is stress free after executing Daredevil maneuver activates Dauntless, performs free focus action, receives stress from Daredevil, receives stress from Dauntless.

End situation is Oicunn with two stress, Yorr with one.

Or would Yorr have to pull a second stress in there to keep the chain going?

I stand corrected, iPeregrine. I had not thought of that loophole.

I will be very curious to read the updated FAQ, though, but for now it looks legit although questionable.

LucCros, Yorr would have to take two of the stress - the first two - as Oicunn otherwise wouldn't be able to take the second action due to having stress.

Yap it's called the Oicunn Double-Tap. Here is the timing of it all:

  • Oicunn overlaps dealing 1 damage
  • Triggering Dauntless #1 gives a free action - But the stress isn't until the action is complete?
    • Free Action Daredevil move - But the stress isn't until the action is complete?
    • Causing overlap and dealing another damage
      • Triggering Dauntless #2 gives a free action - But the stress isn't until the action is complete?
        • Free Action Focus or something else
      • Stress 1 from Dauntless #2
    • Stress 2 from Daredevil
  • Stress 3 from Dauntless #1

Three stress total

Two damage total


And yes Yorr can take some of the stress.

Oh what happened to the simple game we once played. :(

Edited by Ken at Sunrise

I stand corrected, iPeregrine. I had not thought of that loophole.

I will be very curious to read the updated FAQ, though, but for now it looks legit although questionable.

LucCros, Yorr would have to take two of the stress - the first two - as Oicunn otherwise wouldn't be able to take the second action due to having stress.

All of the needed answers are in the current FAQ:

Daredevil

A ship that performs the Daredevil action follows all normal rules for executing a maneuver. Daredevil may be performed even if the ship would overlap another ship or obstacle; resolve the overlapping as normal.

Dauntless

If a ship equipped with the Dauntless title executes a green maneuver and overlaps another ship, it can perform a free action, receive a stress token, then remove the stress token during the “Check Pilot Stress” step. A ship equipped with the Dauntless title that overlaps another ship may use the Daredevil Upgrade card to execute a white [ 1] or [ 1] maneuver.

Captain Oicunn

See “Overlapping Inline Ships,” “Touching and Stationary Maneuvers,” and “Overlapping Multiple Ships” on Page page 5. Captain Oicunn’s ability only triggers after Captain Oicunn executes a maneuver.

I could have sworn there was something that explained nested action resolution that wasn't specific to an upgrade but I couldn't find it. The interaction is mentioned in the Experimental Interface entry:

Experimental Interface

See “Push the Limit”. If Experimental Interface and Push the Limit are both equipped to a ship, they can be used together to perform two additional free actions. After the actions have resolved, the ship receives 2 stress tokens.

Edited by WWHSD

The point sink becomes more apparent. I'd leave it at dardevil and dauntless. Getting 2 or 3 stress in a single round (even with yorr soaking some up) isn't ideal and could leave you very vulnerable the following turns (if you bump you won't get your actions because of still being stressed before clearing any actions.

I stand corrected, iPeregrine. I had not thought of that loophole.

I will be very curious to read the updated FAQ, though, but for now it looks legit although questionable.

LucCros, Yorr would have to take two of the stress - the first two - as Oicunn otherwise wouldn't be able to take the second action due to having stress.

The example I posted above is exactly what I sent to FFG Rules Questions. The response came from Frank Brooks and he said it was fine and legal per the rules. The stress isn't applied until after everything, no Yorr required. Of course Yorr does help next turn as you can start with no or less stress.

Of course I stand by my earlier statement "Oh what happened to the simple game we once played." :lol:

All of the needed answers are in the current FAQ:

[...]

I could have sworn there was something that explained nested action resolution that wasn't specific to an upgrade but I couldn't find it. The interaction is mentioned in the Experimental Interface entry:

[...]

This can result in an action interrupting another effect, causing that effect to finish resolving later. For example, if a ship performs a free barrel roll

action granted by Expert Handling, it could use that action as a trigger for Push the Limit. After Push the Limit resolves, Expert Handling finishes resolving.

Is this it?

Edited by Ken at Sunrise

All of the needed answers are in the current FAQ:

[...]

I could have sworn there was something that explained nested action resolution that wasn't specific to an upgrade but I couldn't find it. The interaction is mentioned in the Experimental Interface entry:

[...]

This can result in an action interrupting another effect, causing that effect to finish resolving later. For example, if a ship performs a free barrel roll

action granted by Expert Handling, it could use that action as a trigger for Push the Limit. After Push the Limit resolves, Expert Handling finishes resolving.

Is this it?

Must be. I could have sworn there was something in the Rules Clarifications section.