Hi FFG,
I've had some pretty solid success with this dual list. I had originally created a variant a year or so back to combat 'Super-Dash' and 'Fat-Han'. I've been tweaking it since and feel like I'm struggling to find ways for improvement.
Captain Oicunn (56 points)
Ruthlessness (3)
Anti-Pursuit Laser / Ion Projector (2)
Mara Jade (2)
Ysanne Isard (4)
Moff Jerjerrod (2)
Maarek Stele (44)
Marksmanship (3)
Ion Cannon (3)
Stealth Device (3)
Tie/D (0)
Damage Deck: Original (too many stress inducers in the new one! Need Isard for survivability)
Obstacles: Large Debris & Asteroids. Make sure you can get a tight formation.
Tactics:
Oicunn - The tactic of this list is pretty simple. You want Oicunn to be in the thick of it, charging your opponents head on. The best way I find to do this is to go through the thickest parts of the obstacles and make them come to you, then charge at them when you can make a 3 or 4 speed ram. At the end of combat Mara procs to stress them out, giving you a large amount of control over their movements. If they go straight, they may not clear you. If they don't do a good manoeuvre then they're on a rock.
If your opponent likes to fly formations this build works really well at both distance and range 1 as it punishes them for being near a non-agile ship. It also forces them to panic or rethink their tactics for the game. This build loves to fight swarms. Tight manoeuvres in an asteroid field? Easy. Especially when you're a rampaging asteroid.
The Moff is there to remove any crippling crits (ie- Injured Pilot!).
The choice between Ion Projector and Anti-Pursuit Laser is one of preference. With Maarek (D) (Below) you have plenty of instances for that lovely 1 white ion manoeuvre into Oicunn for some mulching goodness, otherwise, capitalising on the amount of ion for multiple ships works well, too!
The purpose of Oicunn is to put your opponent on the defensive and to force them to make mistakes or less than prime manoeuvres. You gain a lot of control over what they can do simply by your presence and proximity. Mix that with well placed obstacles and a manoeuvrable Decimator and you can cause some serious damage to your opponents ships and anxiety to them.
Maarek - Pre Veterens I used Rex with an HLC, Lone Wolf and Stealth Device (Oicunn was changed for this). I never felt he had the ability to properly use his crits and was delighted to find Maarek got the Defender he deserved (If only they would put Vader in it like in Tie-Fighter). With the Tie/D title and Marksmanship you can pump out those crits and slam home some serious damage in the end game. My only issue is that Maarek doesn't also get a Focus token to offset the defensive loss.
He works as an amazing dog fighter. I've used this to effectively outfly Interceptors and A-Wings with the white 4k and the barrel roll. By the time the Decimator goes down Maarek is able to effectively mop up anything. The only way I could see about capitalizing on his ability is somehow adding Kylo Ren to the Decimator, because the 'I'll show you the Dark Side' ability lands through shields.
Looking for critical feedback on this list and how to improve. I would really like to keep the Defender-Decimator combo going.
Thank you!
Edited by The Marian