Refining my playstyle into a list. I think.

By Rolotamasi, in X-Wing

In light of a previous forum post I wrote about playstyle I narrowed my field of ships. I took a look baack at when I first started and what drew me into the game. Then I looked at my perceived playstyle and what I like to do. Finally I tried to make something both synergistic within the list and individual ships (i.e. Intel Agent & Navigator or Targeting Computer and Vessery’s ability).

This is what I came up with. In the very beginning I though every time you bumped you took/gave damage, when I found that wasn’t the case I went out and bought a Decimator. My favorite pilot currently in the game is Vessery and I love to joust. My favorite ship is the TIE L/n and seeing as I have 7 of them I decided to put one to good use as a blocker, I do like action denial.

I wanted to maximize Oicunn’s ramming ability and add a jouster. Below is a list of cards that could be used with Oicunn and why they were good or bad. Oicunn intends to ram, so cards with actions or action dependent (i.e. need a focus token) are excluded. I know there is the title but that costs 2 points to use an ability and costs 1 stress. There is not enough green on the dial to make this option viable. I have broken down crew/ept/mods into three main categories that I find the most useful to help determine which would be best.

EPTs

Dice modification

Red (opponent):

  • Elusiveness – 2: rerolls a die / still a 50% chance of getting a hit, as stated above stress is tough to clear on the VT-49

Red (me):

  • Opportunist – 4: adds an extra die / has to be token free; stress is tough to shed
  • Predator – 3: rerolls a die / is 3 points (?)
  • Lone Wolf – 2: rerolls both red and green / only works on blanks, range restriction
  • Wired – 1: if stressed reroll 1 focus / only works on focus, not a lot of red moves

Green (me):

  • Lone Wolf – 2: rerolls both red and green / only works on blanks, range restriction
  • Wired – 1: if stressed reroll 1 focus / only works on focus, not a lot of red moves

Green (opponent):

  • Intimidation – 2: decreases on green die / at PS4 they can just move away after the bump
  • Crack Shot – 1: erases an evade result / one time use

Mistake forgiveness

  • Stay on Target – 2: allows to correct move to help with ramming, works great with intel agent / stress sucks on VT-49

Damage mitigation

  • Determination – 1: cancels a crit, decimator is prone to crits / only works on pilot crits

Crew

Mistake forgiveness

  • Intelligence Agent – 1: allows to see the move of a nearby ship, helps with ramming / needs other cards to synergize
  • Navigator – 3: allows to correct move to help with ramming / works best when other crew are added

Dice modification

Red (me):

  • Agent Kallus – 2: changes a die to an auto hit / only works on one ship, only works on eyeball results
  • Palpatine – 8: he’s palpatine / 8 points, two slots

Green (me):

  • Agent Kallus – 2: changes a die to an auto evade / only works on one ship, only works on eyeball results
  • Palpatine – 8: he’s palpatine / 8 points, two slots

Damage mitigation

  • Moff Jerjerrod – 2: cancels a crit, decimator is prone to crits / one time use (or more if have other expendable crew)
  • Ysanne Isard – 4: free evade when out of shields / 4 points, takes a little while to be useful could be too late

Modifications

Extra damage

  • Anti-Pursuit Lasers – 2: chance to damage when they bump / only 50% chance, low PS can be avoided
  • Ion Projector – 2: see APL

Here is the list:

Captain Oicunn — VT-49 Decimator 42

Stay On Target 2

Intelligence Agent 1

Navigator 3

Anti-Pursuit Lasers 2

Ship Total: 50

Academy Pilot — TIE Fighter 12

Targeting Computer 2

Ship Total: 14

Colonel Vessery — TIE Defender 35

Juke 2

TIE/x7 -2

Ship Total: 35

List Total: 99

How it works:

Using the crew/cards on Oicunn use the knowledge to ram as much as possible. Block with the PS1 Academy and get a TL for Vessery before they bump into you. Joust with Vessery as much as possible. The threat of Juke, even at PS6 should either strip tokens for the lower PS ships or make them think twice if shooting before Vessery.

Anyway, a long post I know but what are the thoughts? Outside of the x/7 title it is a pretty “old” list. I don’t expect anyone to use this at regionals but it should be fun an up my alley. Did I miss any glaring holes? Will it get ROLF stomped?

In my opinion, you want the title on Oicunn. As his job is to smash into things, he's going to lose his actions consistently, which isn't good when he's 50% of your ability to generate TLs for Vessery, and, honestly, going to be the only method once the TIE goes down, which is likely to happen pretty quickly.

Now, with the title, it doesn't play well with Navigator, so you can save your points there... Which now has removed your need for Intel Agent, honestly. Consider swapping in Expert Handling (which makes Intel Agent useful again!), to assist with getting the block, or some other crew/EPT combo.

Weapons engineer and title is nice for target choice for vessey.

Drop the bid and make your tie an f/o. Worth every penny

Weapons engineer and title is nice for target choice for vessey.

This is pretty interesting, actually. If Vessery is only aiming at the ship Oicunn bumped, Oicunn doesn't feel bad slapping one of his two TLs there.

I like it.

Update #1;

Captain Oicunn — VT-49 Decimator 42

Stay On Target 2

Intelligence Agent 1

Weapons Engineer 3

Anti-Pursuit Lasers 2

Dauntless 2

Ship Total: 52

Colonel Vessery — TIE Defender 35

Juke 2

TIE/x7 -2

Ship Total: 35

Epsilon Squadron Pilot — TIE/fo Fighter 15

Ship Total: 15

That puts the list at 102. What to do?

Options:

Adaptability on either of the 2. Oicunn could go down to help with bumps. Vessery at 7 doesn't seem to make that much sense.

Drop APL. Seems to work well with the theme, should prob stay.

Drop back to a TIE L/n. No targeting computer then, would still be a point heavy. Could drop Juke on Vessery for Crack Shot or VI. A PS8 Vessery is better than 7 IMO.

Thoughts?

Update #1;

Captain Oicunn — VT-49 Decimator 42

Stay On Target 2

Intelligence Agent 1

Weapons Engineer 3

Anti-Pursuit Lasers 2

Dauntless 2

Ship Total: 52

Colonel Vessery — TIE Defender 35

Juke 2

TIE/x7 -2

Ship Total: 35

Epsilon Squadron Pilot — TIE/fo Fighter 15

Ship Total: 15

That puts the list at 102. What to do?

Options:

Adaptability on either of the 2. Oicunn could go down to help with bumps. Vessery at 7 doesn't seem to make that much sense.

Drop APL. Seems to work well with the theme, should prob stay.

Drop back to a TIE L/n. No targeting computer then, would still be a point heavy. Could drop Juke on Vessery for Crack Shot or VI. A PS8 Vessery is better than 7 IMO.

Thoughts?

Navigator and Dauntless (title) don't work well together.

Navigator requires you to not have any stress, while Dauntless gives you a stress.

Additionally, Navigator, for what it does, is expensive. Similarly, Stay on Target gives you a stress, which is now not helping you with TLs for Vessery.

Daredevil would be a better EPT on Oicunn, as it allows him, potentially, to bump an enemy twice in one round, for two damage. Go back to Intel Agent as crew, and you can also use it for blocking. It's got massive draw backs, of course.

Intimidation is actually decent in this list, for an EPT, and, with lower PS in general, you are rarely going to need all the hijinks in determining an enemy's maneuver -- you go first and just smash into them for fun.

I prefer oicunn with crack shot and gunner and Vader.

It's the "we don't need actions and you don't need to roll defense dice" 4 hit version that murders aces.

Update #1;

Captain Oicunn — VT-49 Decimator 42

Stay On Target 2

Intelligence Agent 1

Weapons Engineer 3

Anti-Pursuit Lasers 2

Dauntless 2

Ship Total: 52

Colonel Vessery — TIE Defender 35

Juke 2

TIE/x7 -2

Ship Total: 35

Epsilon Squadron Pilot — TIE/fo Fighter 15

Ship Total: 15

That puts the list at 102. What to do?

Options:

Adaptability on either of the 2. Oicunn could go down to help with bumps. Vessery at 7 doesn't seem to make that much sense.

Drop APL. Seems to work well with the theme, should prob stay.

Drop back to a TIE L/n. No targeting computer then, would still be a point heavy. Could drop Juke on Vessery for Crack Shot or VI. A PS8 Vessery is better than 7 IMO.

Thoughts?

Navigator and Dauntless (title) don't work well together.

Navigator requires you to not have any stress, while Dauntless gives you a stress.

Additionally, Navigator, for what it does, is expensive. Similarly, Stay on Target gives you a stress, which is now not helping you with TLsfor Vessery.

I took it out in exchange for Weapons Engineer

VT-49 Decimator: · Captain Oicunn (42)

Adaptability (Decrease) (0)

Ion Projector (2)

· Mara Jade (3)

· Ysanne Isard (4)

Weapons Engineer (3)

· Dauntless (2)

TIE Defender: · Colonel Vessery (35)

Ruthlessness (3)

Ion Cannon (3)

Stealth Device (3)

TIE/D (0)

-- TOTAL ------- 100/100p. --

I used this to decent results. Makes for an okay anti swarm list, but a little squishy.

Intelligence Agent isn't doing very much. Oicunn has to ram someone, not be rammed. So while Navigator and SoT may be used to change direction and ram, your movement isn't influenced by where people are going, only where they are when you move.

If you want to enable Vessery, I'd go all in on enabling him with ships that can pull their own weight by being tough little critters (say two Storms with ATC and EU) or nimble arc-dodgers (Royal Guards with Targeting and Autothrusters and PtL).

After a play through and re-assess I have updated the list as follows:

Captain Oicunn — VT-49 Decimator 42

Stay On Target 2

Intelligence Agent 1

Navigator 3

Rebel Captive 3

Anti-Pursuit Lasers 2

Ship Total: 53

Academy Pilot — TIE Fighter 12

Ship Total: 12

Soontir Fel — TIE Interceptor 27

Push the Limit 3

Royal Guard TIE 0

Autothrusters 2

Stealth Device 2

Ship Total: 35

List Total: 100

I found I just missed Fel too much. Plus that Targeting Computer on the TIE made me fly him too aggressively. Without Vessery I can drop that and use him better as a blocker. Plus, it frees up some point for Rebel Captive, another non action card to help the VT-49's survivability.

Edited by Rolotamasi