VT 49 can be one big target, mine hammered by an E and 2 A's

By bmwrider, in X-Wing

I used my 49 for the first time yesterday and did well until I went up against 3 rebels with munitions all focused on my 49.

First attack was devastating, I was hit with the entire payload, I am pretty sure this was his build.

Etahn A'baht / E-Wing
32
PS 5 transparent.png 3 transparent.png 3 transparent.png 2 transparent.png 3
When an enemy ship inside your firing arc at Range 1-3 is defending, the attacker may change 1 of its results to a result.
2
Fire-Control System
6
Advanced Proton Torpedoes
4
R2-D2
Tycho Celchu / A-Wing
26
PS 8 transparent.png 2 transparent.png 3 transparent.png 2 transparent.png 2
You may perform actions even while you have stress tokens.
3
Proton Rockets
Jake Farrell / A-Wing
24
PS 7 transparent.png 2 transparent.png 3 transparent.png 2 transparent.png 2
After you perform a focus action or are assigned a focus token, you may perform a free boost or barrel roll action.
3
Proton Rockets

My build is listed below it.

I was torn up right from the start and I am now wondering how I would have stopped such an attack, I have not played as much as most of you so I am hoping to find out what I did wrong, I know you did not watch the game but it seems like it would be easy to go straight for the VT 49 with munitions and do a lot of damage before loosing any ships.

Captain Oicunn / VT-49 Decimator
42
PS 4 transparent.png 3 transparent.png 0 transparent.png 12 transparent.png 4
After executing a maneuver, each enemy ship you are touching suffers 1 damage.
4
Expose
1
Intelligence Agent
2
Dauntless
Delta Squadron Pilot / TIE Defender
30
PS 1 transparent.png 3 transparent.png 3 transparent.png 3 transparent.png 3
5
Autoblaster
Black Squadron Pilot / TIE Fighter
14
PS 4 transparent.png 2 transparent.png 3 transparent.png 3 transparent.png 0
2
Expert Handling

Why would you put an Autoblaster on a Defender? :o.

Why would you put an Autoblaster on a Defender nything? :o.

^Fixed that for you.

You're much better off using the Ion Cannon on your Delta, if you're not going to use the HLC.

Autoblaster and expert handling on the black are wasted points. A gunner on the VT-49 would help.

Also, a BSP with Expert Handling, two points spent to be able to break a target lock, have you had many problems with a BSP being target locked?

You'd be better off changing the Expose and the Expert Handling, letting Oicunn barrel roll his way out of a lock.

Let's keep the ships of your list mostly intact.

Oicunn

Delta

BSP

That's 86 points.

How about this?

Captain Oicunn (42)
Mara Jade (3)
Proximity Mines (3)
Anti-Pursuit Lasers (2)
Dauntless (2)
Delta Squadron Pilot (30)
Ion Cannon (3)
"Night Beast" (15)
Edited by Dagonet

I used my 49 for the first time yesterday and did well until I went up against 3 rebels with munitions all focused on my 49.

First attack was devastating, I was hit with the entire payload, I am pretty sure this was his build.

Etahn A'baht / E-Wing
32
PS 5 transparent.png 3 transparent.png 3 transparent.png 2 transparent.png 3
When an enemy ship inside your firing arc at Range 1-3 is defending, the attacker may change 1 of its results to a result.
2
Fire-Control System
6
Advanced Proton Torpedoes
4
R2-D2
Tycho Celchu / A-Wing
26
PS 8 transparent.png 2 transparent.png 3 transparent.png 2 transparent.png 2
You may perform actions even while you have stress tokens.
3
Proton Rockets
Jake Farrell / A-Wing
24
PS 7 transparent.png 2 transparent.png 3 transparent.png 2 transparent.png 2
After you perform a focus action or are assigned a focus token, you may perform a free boost or barrel roll action.
3
Proton Rockets

My build is listed below it.

I was torn up right from the start and I am now wondering how I would have stopped such an attack, I have not played as much as most of you so I am hoping to find out what I did wrong, I know you did not watch the game but it seems like it would be easy to go straight for the VT 49 with munitions and do a lot of damage before loosing any ships.

Captain Oicunn / VT-49 Decimator
42
PS 4 transparent.png 3 transparent.png 0 transparent.png 12 transparent.png 4
After executing a maneuver, each enemy ship you are touching suffers 1 damage.
4
Expose
1
Intelligence Agent
2
Dauntless
Delta Squadron Pilot / TIE Defender
30
PS 1 transparent.png 3 transparent.png 3 transparent.png 3 transparent.png 3
5
Autoblaster
Black Squadron Pilot / TIE Fighter
14
PS 4 transparent.png 2 transparent.png 3 transparent.png 3 transparent.png 0
2
Expert Handling

you know what would have helped, countermeasures

I know every one seems to think it sucks but it is actually not bad and if your opponent has ordinance it can really mess them up, or at least delay their use of it

just realized that this doesn't work against proton rockets....

Edited by clontroper5

That's alwas going to be a problem for any ship, letting a wings get there proton rockets off. With a low ps you kinda leave yourself open for such a trick. Eu helps to keep distance somewhat and leading them around a bunch of asteroids in the middle does too. Your list at least 8/10 points that could have been better spent, experts handling on a tie is nearly pointless especially in this build as if anyone target locks it's going to be the decimator. Autoblasters are still iffy and the intelligence agent would be best used if you had the moff on there. Back staber might have been a better use as you would probably have had out of arc shots as they chased down the decimator to get the pocket rockets off in stead of the black sqaudie, expose may not be the best bet to use in this build but it sure is nasty and good on the decimator, maybe try

Backstabber 16

Oicun 42, expose 4, dauntless 2,eu or ysanne 4

Delta squadron 30

This is more or less your build with 2 points left, you could give it to the delta to move up ranks or chuck the moff on (I think he is 2 pts) ysanne is gold to hel reduce damage but I think the eu would be better in this build as when you ram you could still boost off them due to dauntless ( if the angle is right) and that could set you up for better position next turn or it could be just use to boost around and keep at arms length while you get chased ( boost on big ships is a big move) . Try it out and see what you think. I hope this helps more than the "that list stinks" comments

Why would you put an Autoblaster on a Defender? :o.

I did say I was not as good at this game as most of you!

Also, a BSP with Expert Handling, two points spent to be able to break a target lock, have you had many problems with a BSP being target locked?

You'd be better off changing the Expose and the Expert Handling, letting Oicunn barrel roll his way out of a lock.

Let's keep the ships of your list mostly intact.

Oicunn

Delta

BSP

That's 86 points.

How about this?

Captain Oicunn (42)
Mara Jade (3)
Proximity Mines (3)
Anti-Pursuit Lasers (2)
Dauntless (2)
Delta Squadron Pilot (30)
Ion Cannon (3)
"Night Beast" (15)

Thanks for helping me with this, I have a lot to learn before I can make use of some of these items, I have not learned to use mines or the Ion cannon yet, I don't know the ships dials well enough to anticipate a targets moves and I don't know the game well enough to make use of the Ion cannon, but I am trying to learn and will work on it, thanks again.

Why would you put an Autoblaster on a Defender? :o.

I did say I was not as good at this game as most of you!

I never said I was good. :P.

There are several ways why it's a suboptimal choice.

- Cost, the autoblaster is currently not very cost effective. It may seem that way, but it isn't. It only shoots at range 1 and at that distance your primary attack is four dice which is better than what the autoblaster provides.

- Range, the Defender is a fast beastie and works well on all sorts of ranges, why tie him down to close combat?

- Range, the sequel, Oicunn is at his best at very close range, if you take an autoblaster on an escort you want him close as well, and then you have to make sure you don't run into each other (not to mention that in this case the proton rockets require everybody to get really up close and personal).

What is the main thing you want to accomplish with your list, how do you want to win?

That's alwas going to be a problem for any ship, letting a wings get there proton rockets off. With a low ps you kinda leave yourself open for such a trick. Eu helps to keep distance somewhat and leading them around a bunch of asteroids in the middle does too. Your list at least 8/10 points that could have been better spent, experts handling on a tie is nearly pointless especially in this build as if anyone target locks it's going to be the decimator. Autoblasters are still iffy and the intelligence agent would be best used if you had the moff on there. Back staber might have been a better use as you would probably have had out of arc shots as they chased down the decimator to get the pocket rockets off in stead of the black sqaudie, expose may not be the best bet to use in this build but it sure is nasty and good on the decimator, maybe try

Backstabber 16

Oicun 42, expose 4, dauntless 2,eu or ysanne 4

Delta squadron 30

This is more or less your build with 2 points left, you could give it to the delta to move up ranks or chuck the moff on (I think he is 2 pts) ysanne is gold to hel reduce damage but I think the eu would be better in this build as when you ram you could still boost off them due to dauntless ( if the angle is right) and that could set you up for better position next turn or it could be just use to boost around and keep at arms length while you get chased ( boost on big ships is a big move) . Try it out and see what you think. I hope this helps more than the "that list stinks" comments

Thanks a lot for the help.

"experts handling on a tie is nearly pointless especially in this build"

I figure a free barrel roll action is an extra action and can help for positioning to keep the tie out of trouble, I know a lot of people think you don't get a extra action but the FAQ shows you do,

"A ship with Expert Handling may not perform 2 barrel rolls in a round. (A ship may not perform the same Action twice in a given round, even if one is free)"

Or do you mean the free barrel roll is not needed?

Thanks for helping me with this, I have a lot to learn before I can make use of some of these items, I have not learned to use mines or the Ion cannon yet, I don't know the ships dials well enough to anticipate a targets moves and I don't know the game well enough to make use of the Ion cannon, but I am trying to learn and will work on it, thanks again.

Well, the Ion Cannon works like your primary weapon, at the same range. There are no range modifiers though, so you only get 3 dice at range 1 and your enemy does not get an extra die at range 3.

When you hit, you know exactly where your opponent will end up in the next turn so you should be able to get or stay behind him with a Defender and stay there.

Large ships need 2 ion tokens to be ioned.

The proximity mines work differently from other bombs in that they need an action to be used which means they get used after you move. With a Decimator with the Dauntless title that means you can ideally park on top of a ship and then drop the bomb straight in their movement path.

Mara Jade will ensure that everybody is stressed out because of you being so close.

The APL is just to add insult to injury, and out of your reach as you do not have a shuttle yet so forget about that upgrade, I shouldn't have included it.

Expert Handling uses your action to accomplish two things: perform a barrel roll action even if your ship does not normally have that ability and break a target lock.

You don't really get a second action.

Expert Handling uses your action to accomplish two things: perform a barrel roll action even if your ship does not normally have that ability and break a target lock.

You don't really get a second action.

I think Engine upgrade is almost a must on most Deci builds. It makes the VT-49 especially slippery and crazy maneuverable.

I hate to say it but that list is very subpar. Either pair The VT-49 with a Mini-swarm, or with another huge threat like a phantom. If it has to be a Defender, okay but then maybe Rexler with HLC. They can neither ignore him nor the VT-49. The Black squadron adds pretty much nothing to the list but 3 hitpoints while something like T-Rex or Whisper will tear their list part while they chew on the Decimator.

I think Engine upgrade is almost a must on most Deci builds. It makes the VT-49 especially slippery and crazy maneuverable.

Yes, but that requires you own a Falcon, which he doesn't. ;).

Delta is a great choice because you know you can pull off the K turn since you move first.

Why is EU the upgrade we always hear about being an absolute must on this ship or that? Lol.

I like the named TIE Fighters. Night Beast is a favorite. That said, Academy Pilots block stuff like a boss. Hard to beat the usefulness of action denial and strategy interruption.

Delta is a great choice because you know you can pull off the K turn since you move first.

Why is EU the upgrade we always hear about being an absolute must on this ship or that? Lol.

I like the named TIE Fighters. Night Beast is a favorite. That said, Academy Pilots block stuff like a boss. Hard to beat the usefulness of action denial and strategy interruption.

Engine upgrade is great on large ships because it grants them even more mobility than it does on a small base ship, this goes a long way in arc dodging. I'm not a huge fan of it on Oicun though, you cant actually ram with EU, it does however help him turn around faster