Look at this beauty (Upsilon+Oicunn): Oicunn Glue!

By Thormind, in X-Wing Squad Lists

Major Stridan — Upsilon-class Shuttle 32
Electronic Baffle 1
Inspiring Recruit 1
General Hux 5
Pattern Analyzer 2
Experimental Interface 3
Ship Total: 44
Captain Oicunn — VT-49 Decimator 42
Expert Handling 2
BoShek 2
Darth Vader 3
Intelligence Agent 1
Engine Upgrade 4
Dauntless 2
Ship Total: 56

The more i look at this built, the more i like it: many synergy, many possible combination of action, super hard for your oponent to predict. I do not know if it is competitive but it sure does look nice to play.

- Both pilot have same PS so depending on the situation you chose who act first.

- Oicun is almost always garanteed to bump into something every turn because he can barrel roll or boost before moving with coordinate from Stridan.

-Oicun can decide when he want to bump or block based on your oponent maneuver (with intelligence agent). He can also see how much BoShek would screw your oponent.

-One downside of Boshek is that your oponent can try to predict it and set is maneuver accordingly. For example if he thinks your going to Boshek him he can set his dial to have access to a Red move without getting the stress. With Intelligence agent you can see if thats what he did and you have enough option te react and avoid the bump.

-Hux and Vader give you some added firepower.

Edited by Thormind
I named the build: Oicunn Glue :-)
41 minutes ago, Thormind said:
Major Stridan — Upsilon-class Shuttle 32
Electronic Baffle 1
Inspiring Recruit 1
General Hux 5
Pattern Analyzer 2
Experimental Interface 3
Ship Total: 44
Captain Oicunn — VT-49 Decimator 42
Expert Handling 2
BoShek 2
Darth Vader 3
Intelligence Agent 1
Engine Upgrade 4
Dauntless 2
Ship Total: 56

-Oicun can decide when he want to bump or block based on your oponent maneuver (with intelligence agent). He can also see how much BoShek would screw your oponent.

-One downside of Boshek is that your oponent can try to predict it and set is maneuver accordingly. For example if he thinks your going to Boshek him he can set his dial to have access to a Red move without getting the stress. With Intelligence agent you can see if thats what he did and you have enough option te react and avoid the bump.

It's actually a bit better than you think -- BoShek is 100% optional, so you can still go ramming speed with Oicunn, and then choose to NOT trigger BoShek, based on what IA told you.

1 hour ago, ArbitraryNerd said:

It's actually a bit better than you think -- BoShek is 100% optional, so you can still go ramming speed with Oicunn, and then choose to NOT trigger BoShek, based on what IA told you.

Hehe i did not see the "may" on Boshek. Nice!!

Another amazing build and this one is 100% competitive (probably OP):

Maarek Stele (TIE Defender) — TIE Defender 35
Adaptability 0
Twin Ion Engine Mk. II 1
TIE/x7 -2
Ship Total: 34
Rear Admiral Chiraneau — VT-49 Decimator 46
Predator 3
Gunner 5
Darth Vader 3
Kylo Ren 3
Engine Upgrade 4
Dauntless 2
Ship Total: 66

Maarek attack 1st. Each time he does a crit and would trigger Kylo instead you draw 3 card and choose one to deal. The card on Ill show you the dark side stays there. So if he does 3 crit you do that 3 time! After that RAC attacks and if he does a crit he uses Kylo ability.

You could also put Juke on Maarek and replace predator by adaptability (for -1 PS) on RAC. You get a one point bid and Maarek becomes a better finisher (hes goind to be last to die). Im not sure which one is better...

Edited by Thormind

^Actually, I don't believe Maarek works, I'm pretty sure Kylo/ISYTDS would override Maarek's ability in this instance, and you could ONLY give the crit on ISYTDS.

I'd need to hunt down the exact wording, but am pretty confident this is a no-go.

2 hours ago, ArbitraryNerd said:

^Actually, I don't believe Maarek works, I'm pretty sure Kylo/ISYTDS would override Maarek's ability in this instance, and you could ONLY give the crit on ISYTDS.

I'd need to hunt down the exact wording, but am pretty confident this is a no-go.

My understanding is Maarek deals a crit, kylo trigger and resolve. Result from the attack is a faceup dmg card. Maarek trigger and replace by draw 3 cards/chose 1.

I don't believe it works, as it states instead of suffering the critical damage you are instead dealt the chosen face up card. It's quite specific on the card you deal them.
It goes from suffering a critical damage to being dealt a card.

Am i understand correctly;

1. Look from IA dial

2. Stridan move; a)coordinate on Decimator - boost B) get stress for action C) hux gives two focus and i get second stress so take 1 dmg and remove both stress?

3. After IA and boost i know that i will bump so dauntless say ,,take TL" then i bump deal dmg. After opponent move i can shoot with Decimator TargetLock and focus from hux

Why THIS topić died?

16 hours ago, ImperialEmperor said:

Am i understand correctly;

1. Look from IA dial

2. Stridan move; a)coordinate on Decimator - boost B) get stress for action C) hux gives two focus and i get second stress so take 1 dmg and remove both stress?

3. After IA and boost i know that i will bump so dauntless say ,,take TL" then i bump deal dmg. After opponent move i can shoot with Decimator TargetLock and focus from hux

No. Step two would be - a) coordinate b) Experimental Interface for Hux action c) gain two stress on Stridan d) have the option to take 1 damage to remove a stress token when you receive it -- meaning you'd need to take two damage to remove both shields.

The way around it would be to only Baffle one, then perform a green maneuver next time. Though, really, you probably won't need to use coordinate much at all in this list, as boosting at Stridan's Pilot Skill isn't all that exciting, and Decimators aren't starving for actions.

14 minutes ago, ImperialEmperor said:

Why THIS topić died?

Work day ended for US, less folks glued to a computer.

i am under this list and i am trying to figure how be good with it. In your opinion this is good 100points or put it in binder and forget. i want to try it but need to understand all triggers correctly. \

i thought when i loose one stress i can remove both thanks to Recruit.

36 minutes ago, ImperialEmperor said:

i am under this list and i am trying to figure how be good with it. In your opinion this is good 100points or put it in binder and forget. i want to try it but need to understand all triggers correctly. \

i thought when i loose one stress i can remove both thanks to Recruit.

D'oh! I completely missed Recruit was in the initial post -- you're correct, that was my mistake.

I suspect it may be excessive points put into worrying about double stress, but that would require testing to see how much it actually needs it.

Is it going to be super competitive? No. They're two easy-to-hit ships that will absolutely get chewed up by swarms and things like Triple Defenders... but a good player can swing even those odds. You get to be a good player by finding a list you like and playing it until you don't have to question your moves anymore.

The real issue with this list is that it has no closer, no end-game ship. Neither is going to do well unsupported, so they need to absolutely obliterate the opponent in the first pass or two.

Also, if someone sets up bombing K-Wings across the board, you'd probably have a better time shaking their hand and going to get lunch.

Now you demotivate me at all ;-(

i felt amazing now...normal ;-( i am imperial player and i will never fly Rebel or Scum. I Have Big event 10.03 so i Have month to master something new.

palp deff/ dash+miranda / THIS was meta...now well see. But THIS dance dance Big Decimator is amazing hehe i need to check the strategy. Bump hit the. B.roll and shoot? Or bump to lock and kill by stridan.

20 hours ago, ArbitraryNerd said:

D'oh! I completely missed Recruit was in the initial post -- you're correct, that was my mistake.

I suspect it may be excessive points put into worrying about double stress, but that would require testing to see how much it actually needs it.

Is it going to be super competitive? No. They're two easy-to-hit ships that will absolutely get chewed up by swarms and things like Triple Defenders... but a good player can swing even those odds. You get to be a good player by finding a list you like and playing it until you don't have to question your moves anymore.

The real issue with this list is that it has no closer, no end-game ship. Neither is going to do well unsupported, so they need to absolutely obliterate the opponent in the first pass or two.

Also, if someone sets up bombing K-Wings across the board, you'd probably have a better time shaking their hand and going to get lunch.

I had a couple of games with the build and so far i must say it is surprisingly good. The amount of options you have each turn is amazing. I think it has a high learning curve but once mastered it could be very hard to play against. Some observations, possible moves and tips:

-The 2 ships have the same PS. You can decide who moves 1st. Most of the time you want the shuttle to go first so the decimator can boost/barrel roll pre maneuver.

- The build uses both pilot ability to their max. Oicunn becomes much better at bumping and is a perfect match for the Boshek+Intelligence Agent combo. Stridan has 3 abilities he can now use at range 3: Coordinate, Inspiring recruit and General Hux. The shuttle is normally hard to pilot if you want to make good use of it's 4 red dices. Because of the way you use the decimator, it's a lot easier for the shuttle to be well positioned to get some dmg in for many turns in a row.

- The shuttle has electronic Baffle. Taking 1 dmg to keep doing a 0 Move and shooting those dices is a pretty good trade.

- Electronic Baffle on the shuttle can remove 2 stress for 1 dmg because of inspiring recruit.

- Once Oicunn bumps into a ship, you are putting your opponent in a though spot. Intelligence agent means you will know where its dial is at before deciding to use Boshek. For example when you bump a defender, it's 100% guaranteed you can make sure it wont use that Kturn. You also put them at risk of not getting that free evade if they do not plan carefully. To make thing worst you can place the shuttle close enough to the decimator so there is no place for your opponent between your 2 ship. Set the shuttle on one side and an obstacle on the other for more fun :-) It's even more effective vs a large ship.

- If Oicunn bumps a large ship you can set your play in a way that the ship will bump him back turn after turn and the the decimator will bump back for 1 dmg. If this happens you can park the shuttle facing that ship (0 move + baffle) for many free 4-5 dices attack.

- This combo might looks like it's missing some red dice mods. But you dont have to use all your actions to maneuver around. For example Hux Fanatical devotion (with the focus) + a target lock on the shuttle makes a powerful attack. Same if you put the devotion on Oicun instead.

- Dont forget to use your abilities on time. For example you must use Boshek before your opponent reveals its dial. I dont know how this is going to be played in tournament but it's easy for your opponent to rapidly reveal its dial to try and avoid Boshek. I suspect play order will become much more important, a bit like in MTG. One rule i could see appear is that you must ask your opponent the permission to reveal your dial before doing it.

- Dont forget that the decimator will get a stress from the barrel roll. It's a good idea to set its dial on a green move if you plan to roll before moving.

- Stress management is very important with this build. You really must think some turns in advance to figure out how youre going to combine your action and moves.

- You can setup like you would slow play the shuttle by placing it at a 45 angle in a corner and having the decimator facing the shuttle. A 2 or 3 hard would place you in front of the shuttle for a bump. Set the shuttle dial for the fastest move possible without losing the bump if the decimator does the "classic" move. Most of the time youll see your opponent move at least 1 ship before you do. Depending on the situation you can opt to play the shuttle first and barrel the decimator before its move. Both ships ends up further than expected and beside each other instead of front/behind. It's a very nice first play and open up many options.

- Vs most builds using Manaroo, bumping him would probably be a high priority. Hes much less slippery when you can boost or barrel roll your large ship pre maneuver. Once you touch him, hes going to have a rough time, especially if he cant turn on his "good" side (Boshek...).

- If your opponent has some stress inducing abilities and you think hes going to use them on the decimator, try to keep one of your ship unstressed so the other can use inspiring recruit (its only once per turn). As long as Oicunn is at range 3 of Stridan, he also has the ability to remove 2 stress per turn. You can have 1 ship inside Asaj "stress zone" and still function pretty well.

- This build is really effective vs aces. Probably more than Hotcop RAC. Both can do 2 unavoidable dmg per turn but Oicun only takes 2 dmg for doing so instead of 4. Oicun can also boost/barrel out of arcs after the bump to avoir dmg. You have 2 great blockers and Boshek to limit their Arc dodging potential.

- I havent tested vs TLT but i suspect it wont do too bad. It's easier to get in the safe "doughnut" zone. You can really screw their formation to avoid focus fire and because their dials isnt so good Boshek could be quite effective.

- I played vs a Shuttle+Swarm and would have won the match if we had more time. We were playing a 50 minutes game. It ended with my shuttle intact and my decimator at half dmg+1. On his side he had 2 Tie down, one at 1 hull, a Striker at 2 hull and the shuttle minus 3 shields. Boshek is a nightmare to anyone needing to fly in formation. Especially if their ships only shoot from the front arc.

Well thats all for tonight. I made more observations but that will be for another time :-) I'm kinda excited by my build. Would be nice if i created something viable :-)

Now i need a name for it... Upsiliator, Decimation, Oicun glue (weird?), You dont know where youre going, Not that way, any suggestion?

Edited by Thormind

Received my Upsilon today, hoping to run something similar myself. Personally I'd like to call any bumping list with these two 'Upsi-Daisy', I'm sure an apologetic catchphrase can be added later.

Good luck with whatever name you do decide!

The more i think about it, the more i like "Oicunn Glue" :-)

Edited by Thormind

now i am excited that i am not alone xD some of my friends dont want to be part of this story. they are still in love of palpdefenders but i think we need to develop our skills. For now i have no opponents but i train alone. Just to remember all moves that i can do in match.

Can i ask you for photo of your starting setup?

metagame is focused on Dash+Miranda with 2x ion bombs and 2 conner net what do you think about it ?

7 hours ago, ImperialEmperor said:

now i am excited that i am not alone xD some of my friends dont want to be part of this story. they are still in love of palpdefenders but i think we need to develop our skills. For now i have no opponents but i train alone. Just to remember all moves that i can do in match.

Can i ask you for photo of your starting setup?

metagame is focused on Dash+Miranda with 2x ion bombs and 2 conner net what do you think about it ?

http://xws-bench.github.io/bench/?GwBgXKA0UIwMwFYDcBOA7JGCwBYAckATITJCEgGQpxEY6Gbxh446QsEC0K5cKkCAomhsYhbCzZpWkbuQowonHBj5kknPFwQhIamBpQI9PTEQ309aY5bhIswWTqI37aR3DT9LCCgDMAQwAbAGcAU39g8IoAYSCAkJCASwBjCgB9TgAFThhczJy8wgLczjhMgHUKCiA#

Replace the Lambda by an upsilon. On turn one set upsilon for a 2 bank left and Oicunn for a 3 hard right. When its your turn to activate you can:

- Move Oicunn (no extra action) and then move Upsilon (no extra action). The shuttle bumps into Oicunn. This is classic palp+aces 1st turn move. Its a slow play and you do not commit your shuttle movement in any direction. On the next turn you can chose to go left or right depending on your opponent actions.

- Move Oicunn and boost, then move the shuttle. You commit to a direction for your second turn. The shuttle ends up just behind the decimator. You can even use coordinate after you move the shuttle to barrel roll Oicunn towards the center.

- Move the shuttle, use coordinate to barrel roll Oicunn and then move him. Both ship end up beside each other.

You can also have the same setup but set a 2 bank right on the shuttle. The ships would end up facing opposite directions (moce Oicunn 1st) Could be useful if you want to flank your opponent...

Edited by Thormind

I Have my own Shop.

I can stream my test Games. You can watch live or look on it later on twitch. I will save all my Games to analyze!

I Have one month to train and master it to perfection! My last build was; echo (Colision detector blablabla for dance on table) Omega leader Classic+SD and classic inquisitor. I love to dance on table and make supprise on each Turn. Thats why i need to learn how to be best...now i am anakin but want to be DV ;-) hehe

11.03 Regionals...test day

4 hours ago, ImperialEmperor said:

I Have my own Shop.

I can stream my test Games. You can watch live or look on it later on twitch. I will save all my Games to analyze!

I Have one month to train and master it to perfection! My last build was; echo (Colision detector blablabla for dance on table) Omega leader Classic+SD and classic inquisitor. I love to dance on table and make supprise on each Turn. Thats why i need to learn how to be best...now i am anakin but want to be DV ;-) hehe

11.03 Regionals...test day

Nice! im away for 2 weeks for some much needed vacations. Ill read about your progrees and watch your games when i come back :)

Upsilon coordinates a daredevil BiG O for double bumpage?

7 hours ago, Rakky Wistol said:

Upsilon coordinates a daredevil BiG O for double bumpage?

Could be a possibility... Now what happens if you "daredevil" into/through an asteroid before you activate? Do you still lose your action?

I am after few matches

starkiller+defenders loss

2x dash+nora loss

palp defenders loss

i Have Big problems to get good Games....i need to practise a lot!! How do you win?

17 hours ago, ImperialEmperor said:

I am after few matches

starkiller+defenders loss

2x dash+nora loss

palp defenders loss

i Have Big problems to get good Games....i need to practise a lot!! How do you win?

Most people win by playing the meta... Which is pretty clear as your losses all seem to be somewhat meta-relevant lists.

Ask yourself this -- does the list you're using have any good matchups? Any bad ones?

You'll find this thread suffers from lists that have many bad matchups, and many of them extremely relevant in the current competitive meta.

I generally recommend folks play for fun, but I will say that it makes it pretty easy when people bring "fun" lists to tournaments and the like.

Today i have WON against Bosk from Hound and BobaFett FireSpray....i bumped 3 times hound then change his plan by Boshek and he cant fire 3 times. But i shoot to boba each turn with TL and Hux eye's.

the most fun part is: My Upsilon strike 1-2 times at early game then just fly and try back to combat xD decimator wins alone xD