How do you get Oicunn to bump?

By Papamambo, in X-Wing

I don't have a lot of experience with the Decimator just yet, but I have flown each named Pilot a few times now. My problem is that I can never, NEVER seem to get Oicunn to bump so he causes damage. It would be so easy with a system slot and Advanced Sensors, but seeing as that is not an option, I need to try another tactic.

So how do you do it with any measure of success?

Daredevil.

Navigator helps on PS 4 and less (can also set up green maneuvers into nearby targets, which then trigger dauntless without the stress)

Really, though, you shouldn't be too focused on bumping. It's very damage inefficient unless you're going for the right targets (high agility, high pilot skill, low hull/shields ships --> phantoms and interceptors) or you're using it to deny a low PS pilot a shot on oicuun.

Often the threat of it and how it influences enemy positioning will be more effective than any damage it actually does (probably why oicuun comes with intimation, though no one ever uses it :P)

Edited by ficklegreendice

Would Daredevil + Engine Upgrade allow you to prevent taking those nasty damage rolls? Seems like an awesome combo for Oicunn, plus you could then boost back into position a little more when needed.

I haven't flown Oicunn myself, I usually take Chiraneau, but I plan to try him soon.

Would Daredevil + Engine Upgrade allow you to prevent taking those nasty damage rolls?

Yes.

Oicunn is my favorite Decimator pilot, and I useually get a few bumps in a game. Fly reckless and surpriceingly with him, get in your opponents face right away. You fly before the other guys high ps skill pilots, so try and predict where they really want them.

Edited by Dwing

Would Daredevil + Engine Upgrade allow you to prevent taking those nasty damage rolls? Seems like an awesome combo for Oicunn, plus you could then boost back into position a little more when needed.

Exactly. It's a really effective combination for him. I usually add Gunner and possibly Mara, but those are matters of personal taste.

I have only run him a few times but flying very aggressive has been my tactic.

Dunno. Always works great for me.

Some listing helps though.

Rebel captive ensures you a 70% rate killing dash or han. The decimators greens are longer.

Predator and gunner for consistent damage even without actions. Makes ignoring or avoid oicunn impossible.

If you're good or having fun. Use a list with 2 black dtf and 1 AP. Then oicunn is the main target. Your opponent can't avoid him.

If you don't want to go the Daredevil route, Stay on Target works well on Oicunn against lower PS targets. If anyone was begging for Enhanced Scopes...

Hrm. My perspective is that bumping with Oicunn isn't something I'm trying to do. His ability is a deterrent to being blocked, and that is the benefit and not actively trying to ram people.

Edited by GiraffeandZebra

I have been wondering, if you do manage to "overlap" multiple ships, are they damage? Or is it only the ship that is hit "first"? The wording of the pilot ability makes it seem like multiple instances of damage are possible, and the wording of the rulebook suggests that you are "touching" ships that you "overlap". Does this also mean that you cannot target either ship that you hit?

I have been wondering, if you do manage to "overlap" multiple ships, are they damage? Or is it only the ship that is hit "first"? The wording of the pilot ability makes it seem like multiple instances of damage are possible, and the wording of the rulebook suggests that you are "touching" ships that you "overlap". Does this also mean that you cannot target either ship that you hit?

I think it is technically possible to overlap multiple ships if you hit them both from a certain angle (most common case being running square on into a swarm while your course is directly aligned with their formation).

Navigator helps on PS 4 and less (can also set up green maneuvers into nearby targets, which then trigger dauntless without the stress)

Really, though, you shouldn't be too focused on bumping. It's very damage inefficient unless you're going for the right targets (high agility, high pilot skill, low hull/shields ships --> phantoms and interceptors) or you're using it to deny a low PS pilot a shot on oicuun.

Often the threat of it and how it influences enemy positioning will be more effective than any damage it actually does (probably why oicuun comes with intimation, though no one ever uses it :P)

This, the threat of the bump means they are less likely to try and block you. It's blocking a decimator (or any large ship really) that is what makes the hurt on them., once blocked, then the end position is known, and the Deci doesn't even get to have green dice most of the time.

I have been wondering, if you do manage to "overlap" multiple ships, are they damage? Or is it only the ship that is hit "first"? The wording of the pilot ability makes it seem like multiple instances of damage are possible, and the wording of the rulebook suggests that you are "touching" ships that you "overlap". Does this also mean that you cannot target either ship that you hit?

I think it is technically possible to overlap multiple ships if you hit them both from a certain angle (most common case being running square on into a swarm while your course is directly aligned with their formation).

The easier way to do it is bump into ships that have bumped you on a previous turn. You should be able to bump many ships in such a way.

The nice thing with oicunn is when you move clocked phantoms have not. So you can just aim right at them and they only have 4 damage so that's 25% of the ship gone with nothing they can do.

And if your really good, you can block one of the phantoms Decloak lanes with him after the bump.