[D] Oicunn 3 tie vs Phantom 5 tie

By Blail Blerg, in X-Wing

Since my build isn't probably gonna take worlds, how about I show it out and see what you guys think.

I'd like to have a discussion based on real game play (so try and either have played a similar game or play one! its fun!) for specifics on how to tweak this build and how to fly this build better. Please try to have some real game experience in this matchup!

Scenario:

Captain Oicunn (42)
Push the Limit (3)
Gunner (5)
Mara Jade (3)
Ysanne Isard (4)
Engine Upgrade (4)
Black Squadron Pilot (14)
Draw Their Fire (1)
Academy Pilot (12)
Academy Pilot (12)
Total: 100
vs
"Whisper" (32)
Veteran Instincts (1)
Rebel Captive (3)
Engine Upgrade (4)
Academy Pilot (12)
Academy Pilot (12)
Academy Pilot (12)
Academy Pilot (12)
Academy Pilot (12)
Total: 100
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My experience:
From my test games, this build can win against Phantom 5 tie if the Phantom 5 tie player does not engage with all of his ties. Meaning, if the Phantom player has to go break formation through asteroids or has a few ships past R3 on the first engagement.
(Not bad! Its possible!) Note that I've found that PTL or Predator Gunner can usually swat down a tie fighter each attack when helped by 3 ties.
Then you can somewhat block decloaks for the Phantom with the 3 ties. (Usually not Oicunn though I've found, the Phantom tends to stay away)
If the Phantom player stupidly decides to get in front of Oicunn, its also a decently easy game.
I usually set up Oicunn in a corner, the 3 ties next to him in pinwheel. Then I head for an asteroid field. Asteroids have helped me much more than the Phantom player every game regardless of starting position or tactic.
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Build:
Originally PTL was theoretically to be strong against 58 Dash. Bumping him, then boosting into R1. Also can create a trap for a turn possibly with 3 ties and a corner.
Predator is much worse against 58 Dash I think but is much easier to play with against stress builds and other general builds. Also good against Ywings (ioning off the board) or other swarmy lists. If I don't expect Dash, I will be playing Predator.
Gunner is required. I love it. Damage.
Oicunn... isn't. I could try Kenkirk or Chiraneau too.
Engine so far hasn't been that useful. Sometimes its a nice dodge, but most of the time it doesn't matter, would rather just take a TL or F.
Blk + DTF has been completely required. I've pulled off damage that would have killed me in 3/4 games. (And the 1/4 that i didnt, the blk died turn 1 shooting).
2 Academies have proven to be extremely effective. Blocking, breaking up swarms, blocking decloaks. Perfect.
Mara Jade has proven to be utter gold. I have stressed all 5 ties once, with none of them having a shot for 1.5 turns on average. Incredible.
If I could get a PS bid, this would be great. Having initiative really helps, as your ties block all of his and shoot first.
Dropping Engine is probably the best thing atm.
I'm not sure if making an AP into a Black is a good thing though, because I really do like the blocking and disruption I get from the 2 APs. If I end up losing the only AP if I upgrade to 2 Blacks, then I lose that power.
That could however, get me Blk + Wingman. Makes fighting Rebel Captive much easier.

What about Ruthlessness over PTL or Predator? With Gunner I should guarantee damage.

Also, what about dropping Engine, then taking Predator, and a Black with DTF, with 1 point initiative bid?

I noticed that having initiative in this matchup makes it easier by about 20%. I estimate my chances without initiative at about 40 to 50%, and with to 60 to 80%.

Why would you put Engine Upgrade on Whisper??? That's a waste of 4 pts, imo. Put FCS instead so you have 98 pts for Initiative.

I think your Oicunn loadout, in particular, needs to be more efficient. In the games I played my Decimator in, I found that the pilots, especially Oicunn, work best with highly specialized equipment. If you're going to ram, build a bulldozer. I'd drop Gunner for Dauntless, but I've found that Ysanne and Mara support the ramming well.

I used to good effect Daredevil and Engine Upgrade on Oicunn, and 2 Black Squadron TIEs with Wingman. I haven't tried Anti-Pursuit Lasers, yet, but after the right clustertruck of collisions in the last game with Oicunn (three turns of nobody moving), I think they may be a necessary experiment.

With Whisper, I'd suggest Lone Wolf and ACD. I ran that build (+ Recon Specialist) on Echo against Oicunn, and it worked really well. (Until I hit a debris cloud, but that was my fault, not Echo's...)

Against that list run gunner Vader rebel captive on the decimator.

Whisper needs ACD asap. Keep vet. Throw in a gunner and fcs on whisper and always evade as your action.

If you're dead set on oicunn then throw on daredevil, dauntless and engine upgrade. Otherwise patrol leader with the 3 previous mentioned crew will suffice. That build absolutely destroys phantoms and interceptors and high maneuver ships. Bring a jar for there tears.

I would take out Ysanne Isard and upgrade the Black squadron to Howlrunner.

I found that Navigator and Ruthlessness worked well with Oicunn, at least against the 4B1Z list I ran it against. Obvs the lower agility of the Bs can make for a very different game than the TIEs, but the splash damage worked out well. The Bs scattered once I came in close from a bearing adjustment with the Navigator. I would have liked to have put Mara on it, as I think she would have been far more useful than the 2 IntAgt I had with me - Oicunn's PS4 was the highest on the board.

I used the Dauntless title too for it, and found that against Bs, it was actually a liability. My opponent wasn't afraid of being bumped by the Deci for two turns, and managed to triple stress me as a result of the Dauntless title.