Prepare for ramming speed!

By darthlurker, in X-Wing Squad Lists

Hello fellow X-Wing players!

When list-building, I normally try to take an upgrade card or pilot talent and maximize its effect with the rest of the squad. The other day I finally took to the table a list I've been meaning to try out but never got around to:

Oicunn with Daredevil, EU, Moff, MJ, Intel Agent and Dauntless

Yorr with Vader

Black Squadron Pilot with Wingman

The idea is to perform two bumps per turn with Oicunn, one for his maneuver and one with the daredevil action that I can perform by activating the title. Due to the timing, this second bump allows me to activate the title again and take a second action (usually TL) and then receive 3 stress tokens (1 for daredevil and 2 for using the title twice). The rest of the list is there to remove all of that stress, so if I wanted I can give all 3 to Yorr, have the lambda do a green maneuver and the wingman-TIE remove a second from him. If Oicunn did a green maneuver to begin with he actually only gets 2 stress from all of these shenanigans, which is also incredibly useful. The best part is that by removing all of this stress from Oicunn each turn, I can also double-bump indefinitely.

Mara Jade is there to be a pain so that enemy ships are incapable of turning around to fire back at me, the Moff is there for defense and the intel agent can either be thrown from the airlock or used to block enemy ships and bump them on the following turn. Finally, Vader is on the shuttle because Yorr's only purpose in life is to suck up stress and deal what damage he can, so being able to reliably damage enemy ships helps out my firepower.

Below are my first two matches with this list, playing against the same Boba/IG-88B list:

Boba Fett with VI, EU, tactician, Feedback Array and seismic charge

IG-88B with VI, HLC, FCS, AT and Feedback Array

Match 1: We both brought the 3 largest obstacles (big asteroid and 2 large debris clouds) and placed them in a double V (one V on top of the other) with the open part on my end of the table, and I set up on my right with the shuttle in the corner, the deci to its left (facing left) and the TIE to the left of it (facing right). My opponent put his IG to my top-left and Boba near the middle, with both facing me. I stopped with the shuttle, did a 2-bank with the deci and a hard turn and BR with the TIE to put it right next to the shuttle with the intention of doing a 2-straight + BR to block its 1-forward on the following turn. Boba did a hard-2 towards the IG and the IG started coming down with a 2-forward.

On the following turn I banked Oicunn to the right (2 or 3 speed) and started banking my other ships towards the middle, between two obstacles and behind Oicunn (the TIE with wingman let the shuttle do a 2-bank without having to worry about stress). The IG did a long bank maneuver to get around an asteroid, tried to TL Oicunn and was out of range, so he boosted closer. Boba did a hard turn towards my table edge and together they took the shields off of Oicunn, and I got a shield off of Boba.

As both enemy ships were perpendicular to each other and would cross paths if they went forward, I did a hard-3 with Oicunn and placed him right between them, and brought up the TIE and Yorr in the rear (though both were at range 3 of Oicunn). Both of my enemy's ships bumped into Oicunn (with the IG barely clipping an asteroid and couldn't shoot) and I knew that I could deal them both 2 damage on the following turn by simply bumping. My opponent opted to deal 2 damage to Oicunn with his feedback arrays as my TIE was out of arc of the Firespray and the droid couldn't shoot. My TIE took a pot shot at Boba and got rid of his third shield.

On the third combat turn I used my intel agent to look at the IG's dial and saw that he wanted to do a straight-3 to get past Oicunn, but I moved forward with the TIE to block that escape route and Yorr was a bit behind him. Oicunn then bumped both ships to deal them 2 damage each. Boba wanted to occupy the space the IG was in (with a 2-bank away from Oicunn) and didn't move either. My TIE and doom Yorr unloaded into Boba and brought him down from 5 to 2 hull while my TIE expertly evaded Boba's attack.

On the fourth turn Oicunn did his bumping shenanigans again and killed Boba and brought the IG to 3 hull, while my TIE did a 1-turn and BR to block his escape route and force him to stay in front of Oicunn for another turn, while Yorr banked towards the IG. At this point my opponent conceded as the IG had spent most of the game on an asteroid and had only taken a single shot in the first combat turn and was on the verge of receiving a bunch of unavoidable damage between Vader and Oicunn.

My opponent then immediately demanded a rematch =)

Match 2: As we were somewhat constrained by time we left the asteroids as they were and I prepared a similar setup in the corner, only with all of my ships facing forward. This time my opponent placed Boba straight across from Oicunn and the IG in the top-left again On the first turn I moved Oicunn 1-forward and did a 1- and 2-forward, respectively, with the shuttle and TIE. He moved the Firespray 1-forward and the IG came quickly down the side with a 3-forward and boost. I realized that Boba's position would have him on a debris field if he turned towards my left, and the other direction would have him facing the right table edge, so I guessed that he would move straight forward, so I moved the decimator 4-forward + boost and sent my other ships behind him with 2 bank maneuvers. Boba bumped right into the decimator while trying to k-turn, and my TIE ticked off a shield at R3 (the shuttle was too far too shoot). The IG was also just out of firing range after banking and boosting, but he was going to unload his HLC at me and it was going to hurt.

On the third turn I moved Yorr 2-forward and the BSP 3-forward (behind the decimator, but looking towards 45° to my left) and opted to double-bump Boba and take a TL on him for 3 stress, and got rid of 2 for the green maneuver and wingman), leaving Oicunn with a a stress token and Yorr stress-free to have full use of his dial on the following turn. Boba did a hard-2 to the side and landed on a debris cloud, and the droid moved into range 3 of all of my ships. My opponent opted to take a R1 shot on the TIE instead of Oicunn to try to get rid of a ship before it could fire, and while the TIE evaded Boba's shot, it took 2 hits from the HLC (though it still had a focus token). Oicunn took a R1 TL shot on Boba, the TIE took a focused R1 shot at Boba and Yorr took a focused R2 + Vader shot on him, and the crit finished him off (he started with 1 shield and lost his 7 health to 10 modified dice and a Vader crit, even after rerolling his evade dice).

On turn 4 Yorr did a hard-2 to be face-to-face with the IG, the TIE did a hard turn and took an evade as it wouldn't see the IG, and Oicunn had to take a loop around the asteroid field. I lost the TIE to the IG but Yorr was able to take off 2 shields with his 4 unmodified attack dice plus Vader. Turn 5 ended up with Yorr getting de-stressed and bumping into an IG that k-turned and shot at him from R1, while Oicunn was turning and boosting but still out of range. Turn 6 saw my shuttle hit the breaks and have the IG bump into it, with Oicunn coming into R2 with a TL and out of his arc (but he was in mine so no autothrusters) and I knocked off another shield.

On the next turn the shuttle moved forward 2 to get out of Oicunn's way, who did a 3-forward over a debris cloud to do his double-bump + TL shenanigans (the bot is at 3 hull now), which gave me 4 stress thanks to the debris cloud (it's pretty handy that the title is activated before the stress from a debris cloud is received), though as it was green it was only 3 token and I gave them all to Yorr who was down to 2 hull anyway. The IG moved forward behind the shuttle and took a focus token and annihilated Captain Yorr. Oicunn then used his 4-dice TL attack to leave the assassin droid at a single hull. Now my opponent was on the run as it was a completely intact decimator vs the IG, and he was trying to get as far as possible, but I was just turning and boosting to try to bump him and finish the match. Finally, after some chasing, I managed to end up in a position that was just at range 3, and though he evaded the shot, he couldn't evade my 3-bank + hard-1 daredevil maneuver which removed his last hull from him.

In summary, the list is pretty gimmicky and probably quite vulnerable to swarms but it is ridiculously fun and much more effective than I expected. Everything moves at PS4 so that makes it easier to move things in and out of the way, and high PS, low-hitpoint arc-dodgers are terrified of receiving 2 unavoidable damage, using their actions to get away from Oicunn and often losing their shots. While it loses effectiveness once the support ships are gone, that's only really a problem if your opponent still has a number of ships on the table, at which point you have to take care of your action economy. While I haven't faced a fat anything with it, I can't see it being ineffective at dealing damage as Fat Han will always get new damage cards if you can manage to bump him.

What do you all think?

I really like Oicunn, but not enough to build an entire list around him :P

Some opponents won't know how to deal with it (as it sounds was the case in your experience), but some people will and you will have trouble winning against them. Although its true that Oicunn's 'threat' is also psychological, changing your opponent's flight plans and possibly forcing errors, is a factor that should not be underestimated!

I really like Oicunn, but not enough to build an entire list around him :P

Some opponents won't know how to deal with it (as it sounds was the case in your experience), but some people will and you will have trouble winning against them. Although its true that Oicunn's 'threat' is also psychological, changing your opponent's flight plans and possibly forcing errors, is a factor that should not be underestimated!

This list was hanging around in my mind for a while and I never dared to play it until yesterday as I thought it would be too easy to avoid, but obviously if you can utilize Oicunn's ability then you're gold. I agree that my opponent certainly didn't have much experience against him (though he is this year's regional champ in my area, so he doesn't tend to play badly), but it's an amusing list at the very least, particularly the look on your opponent's face when you accumulate 3 stress and just make them all disappear :D . I'll probably keep with it for a few weeks and see how people adapt, and I'd also like to see how it fares against other standard lists, but the first outing was certainly promising for this one-trick pony.

Don't forget to tell "Perhaps today IS a good day to die!"

This is...this is genius...totally stealing this for league tonight!

Edit: Why not swap Engine Upgrade on Oicunn for APL? then when you bump them if you're blocking they have a chance to take yet another damage when its their turn to move!

Edited by Shirako

This is...this is genius...totally stealing this for league tonight!

Edit: Why not swap Engine Upgrade on Oicunn for APL? then when you bump them if you're blocking they have a chance to take yet another damage when its their turn to move!

I thought about it, but didn't want to roll 2 attack dice every time I did the daredevil action. The boost action is also useful for evading swarms.

Let me know how it goes!

Edit:

Don't forget to tell "Perhaps today IS a good day to die!"

This is what I say when Yorr uses the last of his hull to inflict a Vader crit ;)

Edited by darthlurker

This is...this is genius...totally stealing this for league tonight!

Edit: Why not swap Engine Upgrade on Oicunn for APL? then when you bump them if you're blocking they have a chance to take yet another damage when its their turn to move!

I thought about it, but didn't want to roll 2 attack dice every time I did the daredevil action. The boost action is also useful for evading swarms.

Let me know how it goes!

Edit:

Don't forget to tell "Perhaps today IS a good day to die!"

This is what I say when Yorr uses the last of his hull to inflict a Vader crit ;)

Well, last 2 hull. You can't activate Vader if you only have 1 hull remaining ;)

This is what I say when Yorr uses the last of his hull to inflict a Vader crit ;)

Well, last 2 hull. You can't activate Vader if you only have 1 hull remaining ;)

First off, if I'm not mistaken, the way I phrased it could imply more than one. Secondly, here's a quote from the faq: "A ship equipped with Darth Vader can use this ability if it has at least 1 hull remaining." ;) Edit: This is because a ship is only removed from the table when the number of damage cards it has equals or exceeds its hull value, meaning that it's possible to exceed.

Edited by darthlurker

This is what I say when Yorr uses the last of his hull to inflict a Vader crit ;)

Well, last 2 hull. You can't activate Vader if you only have 1 hull remaining ;)

First off, if I'm not mistaken, the way I phrased it could imply more than one. Secondly, here's a quote from the faq: "A ship equipped with Darth Vader can use this ability if it has at least 1 hull remaining." ;) Edit: This is because a ship is only removed from the table when the number of damage cards it has equals or exceeds its hull value, meaning that it's possible to exceed.

My bad. I was reading through the FAQ just the other day and coulda swore it said 'at least 2 hull remaining'. But it says 'at least 1 hull remaining'. Proof I need more coffee I guess ;)

Just a thought but why not upgrade the Black Squadron TIE to say Mauler Mithel for an even 100 point build???

Just a thought but why not upgrade the Black Squadron TIE to say Mauler Mithel for an even 100 point build???

I just realized that I don't mention it anywhere, but the build is already at 100 points. Maybe you missed an upgrade somewhere?

Edit:

First off, if I'm not mistaken, the way I phrased it could imply more than one. Secondly, here's a quote from the faq: "A ship equipped with Darth Vader can use this ability if it has at least 1 hull remaining." ;) Edit: This is because a ship is only removed from the table when the number of damage cards it has equals or exceeds its hull value, meaning that it's possible to exceed.

My bad. I was reading through the FAQ just the other day and coulda swore it said 'at least 2 hull remaining'. But it says 'at least 1 hull remaining'. Proof I need more coffee I guess ;)

After thinking it over, I noticed that my logic isn't entirely sound even with the ruling at 1 hull. I mean, in case of simultaneous fire if you're brought down to 1 you can still shoot and use Vader but can't use him if they happen to bring you down to 0, even though in both cases you get more damage cards than hull. Odd.

Edited by darthlurker

Just a thought but why not upgrade the Black Squadron TIE to say Mauler Mithel for an even 100 point build???

I just realized that I don't mention it anywhere, but the build is already at 100 points. Maybe you missed an upgrade somewhere?

Edit:

First off, if I'm not mistaken, the way I phrased it could imply more than one. Secondly, here's a quote from the faq: "A ship equipped with Darth Vader can use this ability if it has at least 1 hull remaining." ;) Edit: This is because a ship is only removed from the table when the number of damage cards it has equals or exceeds its hull value, meaning that it's possible to exceed.

My bad. I was reading through the FAQ just the other day and coulda swore it said 'at least 2 hull remaining'. But it says 'at least 1 hull remaining'. Proof I need more coffee I guess ;)

After thinking it over, I noticed that my logic isn't entirely sound even with the ruling at 1 hull. I mean, in case of simultaneous fire if you're brought down to 1 you can still shoot and use Vader but can't use him if they happen to bring you down to 0, even though in both cases you get more damage cards than hull. Odd.

Yeah Ill have to go back and check to see what I missed

Just a thought but why not upgrade the Black Squadron TIE to say Mauler Mithel for an even 100 point build???

He's already at an even 100 point build.

I like this Oicunn build, but you'd need to redesign your support since I actually built it for a 200pt game. Nothing like bumping twice and possible Vader'ing twice (thank you Gunner) for 2 regular hits and 2 crits plus whatever you rolled.

Captain Oicunn (42)

Daredevil (3)

Darth Vader (3)

Gunner (5)

Mara Jade (3)

Engine Upgrade (4)

Dauntless (2)

You can try running the above with 3 academy pilots - wins the initiative bid, which doesn't really matter with so many low level pilots. You could take a seismic charge on Oicunn. Not a super viable build, but would be entertaining.

You can try running the above with 3 academy pilots - wins the initiative bid, which doesn't really matter with so many low level pilots. You could take a seismic charge on Oicunn. Not a super viable build, but would be entertaining.

Personally I prefer being able to stay still and double-bump indefinitely with Yorr and the BSP siphoning off all of Oicunn's stress each turn, but your OIcunn could work if I dropped the BSP to an AP, and maybe gave Yorr a FCS as his attack output will suffer without Vader. As the fastest way to kill a ship is probably by using Vader on the one I double-bump, if it's a lower PS it will still be in contact with Oicunn (so it's better to have Vader on the shuttle to shoot from behind) and if it's a higher-PS and didn't bump into Oicunn, Vader would be more useful on the turret... though it's an expensive thing to commit suicide with at 62 points that will only see use for that last hull on Soontir/Corran. Of course, my solution to this problem is the intel agent, which apart for the Moff to throw out of the airlock when convenient, can help me block higher-PS ships, and then ram them on the following turn if I happened to get them to bump head-on. This requires more experimentation =).

I'm probably going to be taking this list to a store tournament on Saturday and see if I can get a summer kit with it, and will definitely post a batrep if it goes well.