Decimator : Ysard or Engine Upgrade? and why?

By herry92, in X-Wing

hi guys

usually I use Oicunn with predator, rebel captive, and Ysard.
I have a doubt: best Ysard or Engine Upgrade? and why would you choose one or the other?
Oicunn generally has a task suicide because trying to ram other ships and so is often rage 1 and has no defense dice. said this is not always the case, I do not always have a ship ram and use it also as a supporter for other vessels.
generally the side by a swarm of 4 tie academy.
thx

Engine upgrade and dauntless. It is better to be out of arc than to get one evade token.

Both with ptl

Ysanne action ptls for movement in the combat phase.

Ysanne Isard is really nice, but more conditional. Engine Upgrade is a lot better if you can get out of arc -- not getting shot is better than dodging one hit. So if you're flying Chiraneau (especially with VI), go with Engine. If you're flying anyone else, I would generally vote for Isard instead, especially due to Kenkirk's ability and Oicunn's low PS.

Just don't get an additional stress if you go with PTL, Ysanne and Engine Upgrade or otherwise you will find your decimator moving around and doing nothing.

You could go with a 'I don't mind stress' equipment, like a combination of: Predator, Gunner, Vader, Captive, Mara Jade, Moff J, APL, TJ, Intimidation, Determination, BOMBS...

Both really arc dodging is great but harder to pull off with a large based ship, when you don't manage it an attack evaded is a potential turn more of play out of the ship.

Oicunn + Dauntless + Daredevil + Engine Upgrade + Intelligence Agent (+ Moff Jerjerod, if you have the points)

I played one game where Oicunn didn't have any repositioning options, and immediately declared that I wouldn't make that mistake again. He really needs extra mobility to make best use of his ability.

To get the most out of Isard one needs to be able to arc dodge to take fewer shots. If it's one or the other, then EU will probably be the better upgrade.

Engine Upgrade and Ysard are both very valuable upgrades on a Decimator, but I've found that I did better once I ditched both on Oicunn. Gunner + Vader all the way.

Both have merit, if you go full tilt bananas on the offence (Vader +Gunner + ram) they seldom live long enough for Ysanne to make a difference.

For the long game, especially against swarms, Ysanne and a well-timed boost via Engine Upgrade is worth their weight in gold.

Engine Upgrade and Daredevil is a nice option - because Daredevil is actually a full fleged maneuver (unlike a 'normal' boost action), you're allowed to ram people with it.

If you really want to be a bit of a nard, take Dauntless as well: it's possible to ram someone - causing damage - then use the free action from the Dauntless title to trigger Daredevil and ram someone else (or them again, if you deliberately chose a maneuver you can't complete)

I've flown Oicunn a lot lately, more than 30 plays with the same list, and I've grown to appreciate him a lot. My experience, though, is that he is a lot of points sunk into one ship - a ship without Agility that can go down in a heartbeat, that is - and it is easy to fall into a trap of trying to make him more endurable through upgrades that help him survive (such as Ysard or Engine Upgrade). The problem is that the more points you spend on keeping him alive, the less points you will have available to increase your offensive capabilities. The same holds true for your action economy, in that Engine Upgrade is great for getting out of firing arcs and staying alive, but ultimately it means that you use your actions on boosting instead of getting the Target Locks and Focus needed to make a difference in the match. And if you cannot reliably hurt your enemy it doesn't really matter much that you can stay alive longer.

In that light you get more out of an Engine Upgrade on Chiraneau, as he already has a pilot ability that naturally increases his attacks making him a little less dependent on action economy.

Of course, Oicunn does have an ability to do extra damage through bulldozing his opponents and it is an important tool in bridging the gap in your attacks (though I would warn against relying too much on it). The problem is that there is rarely room for doing a boost when you have a ship in front of you. And even if there is room you would have needed the Dauntless title to be able to do it. Speaking of which, the Dauntless title really shines on Oicunn specifically (and it happens to be likely to block the use of Ysanne Isard, because of stress).

Get both or head to the nearest airlock for ejection.

Several Admiral/Fel lists did quite well at the Ontario Regionals over the weekend. Decivader without Isaard in many cases. Engine Upgrade was there.

In that light you get more out of an Engine Upgrade on Chiraneau, as he already has a pilot ability that naturally increases his attacks making him a little less dependent on action economy.

Of course, Oicunn does have an ability to do extra damage through bulldozing his opponents and it is an important tool in bridging the gap in your attacks (though I would warn against relying too much on it). The problem is that there is rarely room for doing a boost when you have a ship in front of you. And even if there is room you would have needed the Dauntless title to be able to do it. Speaking of which, the Dauntless title really shines on Oicunn specifically (and it happens to be likely to block the use of Ysanne Isard, because of stress).

While what you say is somewhat true, its not the whole picture. Oicunn doesn't need to use his ability all the time to get good value out of it. Its the 'threat' of it. Especially against ships with low hull left (like TIEs or even any ship that has already taken significant damage). Without engine upgrade, Oicunn's moves are predictible and your opponent can plan accordingly to avoid picking moves where they are likely to get bumped. Engine upgrade increases Oicunn's threat radius and makes your opponent have to think more about possible Oicunn landing spots (and a greater tax on your opponent's brain = more chance of an error). This is particularly useful when Oicunn has flown passed enemies and wants to turn around quickly to threaten them with his ability again (takes too long without boost).

As regards to your comments on action economy---its true sometimes, boosting can hurt your attack modification, but not often. You aren't boosting all the time: only to get better positioning and you won't need to do that every turn. It is of course circumstantial, but its always better to have the option and not need it than not have it and really wish you did!

Oh yeah, I should mention that obviously, Isard does not provide any of these benefits...

Edited by blade_mercurial

Both with ptl

Ysanne action ptls for movement in the combat phase.

This was once a great (still is I suppose) combo, but stress builds have become more common. Ysanne becomes a 4 point dead weight on a Decimator that can't get ride of the pile of stress it has been subjected to.

I love EPTs and Crew that do not require actions to function. They work the best on this and any ship.

reading your comments I was reminded that a good additional combo would be:

Oicunn + ruthlessness + gunner + titolo (dauntless)

it can work? what do you think about?

and what is the strenght and weakness of to fly a swarm?

for me, shoot a lot of dice is very cool but movements are perhaps too predictable.