Has anyone tried flying Oicunn with BoShek and Anti-Pursuit Lasers? Maybe throw in Intelligence Agent as well to know whether or not to BoShek someone? It sounds pretty evil, but I haven't flown Oicunn before.
Captain Oicunn with BoShek?
Thrown in an engine upgrade and daredevil..fun begins
Captain Oicunn (42)
Intimidation (2)
BoShek (2)
Anti-Pursuit Lasers (2)
Dauntless (2)
Total: 50
View in Yet Another Squad Builder
Let's just go all out!
Tried it, I don't throw in EU, instead I use ion projector and run it with palp in the batmobile. (now if only I can convince my dice to double crit my opponent and not me). Found a good use for coordinate action with daredevil equipped to another ship allowing you to daredevil before your maneuver.
So with Boshek well got to use him twice and both times it helped my opponent as he was able to correct or go down to a lower maneuver. Bo Shek is best used as a bluff. You can threaten Bo-Shek which may make your opponent try to select a different maneuver so when you Bo-shek he can just rotate it to the maneuver he selected. Or he can just ignore Bo-shek and if you do happen to activate him then he can just pick the best of the two maneuvers for him. I found Mara Jade to be much more useful in this encounter.
Edited by MarinealverBig O+ title+ daredevil+ EU + gunner +Vader+ Boshek. I think you can hit 10-13 damage in a round to anything you can run into. Gets even more interesting with coordinate me thinks. Usually you only need 4-5 and this pretty much can autokill anything it can ram that moves after it.
My record for ram damage in a single game is 16.
3 hours ago, Rakky Wistol said:Big O+ title+ daredevil+ EU + gunner +Vader+ Boshek. I think you can hit 10-13 damage in a round to anything you can run into. Gets even more interesting with coordinate me thinks. Usually you only need 4-5 and this pretty much can autokill anything it can ram that moves after it.
My record for ram damage in a single game is 16.
This sounds amazing. Please tell me the sequence and how this works.
3 hours ago, Rakky Wistol said:Big O+ title+ daredevil+ EU + gunner +Vader+ Boshek. I think you can hit 10-13 damage in a round to anything you can run into. Gets even more interesting with coordinate me thinks. Usually you only need 4-5 and this pretty much can autokill anything it can ram that moves after it.
My record for ram damage in a single game is 16.
Are you including damage done to yourself?
So if you hit and then do daredevil that is 2 damage. However Vader can only daamge what you shoot at so lets assume that you had another ship to shoot at range 1. 4 more damage. Then vader a direct hit so that brings the damage total up to 3 guaranteed to 8 split among two different ships assuming that vader flips a direct hit.
Damage done to yourself 2 to 4 damage. (Hopefully you don't roll any crits that flips major explosion and direct hits.
Edited by MarinealverHe had eu on the decimator, doesn't that negate the daredevil damage?
I am trying a different build with a Raging Ryad TIE/D so I went with Inspiring Recruit and some cluster bombs. I do recommend EU or Daredevil to help your maneuvering.
As for Boshek. I am taking a 6 sided die. I will decide if evens or odds will be BoShek before the game starts. Totally random. That has to be annoying to both of us.
4 hours ago, TheOz said:He had eu on the decimator, doesn't that negate the daredevil damage?
Not for Vader, but yeah I was takign the ridiculous claim of 12 damage a turn into context. I think that was a little exaggeration over there.
Step 1: Ram (1+ damage),
Note his ability doesn't apply to only 1 ship per maneuver. It's any # of ships you are touching. Tricky to pull off and used to be better when folks were flying in formations.
Step 2: Use dauntless to Daredevil, Ram (2+ damage)
Step 3: They move
If you have points Anti-pursuit can hurt them if they don't move "off" of you. You get Vader shots if they do.
Step 4: You fire
Probably 4 red dice ( still at least 2 and up to 6 dmg)
Step 5: Vader (at least 3 and up to 7dmg not including crits)
Step 6: Gunner if you miss
Step 7: attack again with 4 red (PROBABLY 4 but up to 8 dmg)
Step 8: Vader again (At least 5 and up to 9)
END RESULT: you auto kill anything with 4hp or less if you can ram it and it moves after you (and doesn't have slam) and if you rammed 2+ ships or pulled 1 extra damage crit the damage stacks up fast.
Theoretical: Ram 2 ships, end touching both (2dmg). Daredevil, end touching both (4dmg). Shoot and miss, Vader direct hit (6dmg), Gunner into 4 hits/crits (10-12), Vader extra damage crit (14dmg).
Best I've got was 10 but 14 isn't even the absolute highest if you're crit crazy and something actually has that many hp or you can line up ramx2 against multiple ships.
Edited by Rakky WistolIt's hard to ram and hit two ships at once. It happens rarely, but certainly not often. I like mara as well, as it will prevent ships from K-turning, and it's nice to drop a bomb before your maneuver on the following turn, (or do a 1 foward to ram your target again, then use dauntless action to drop cluster or prox mine. I think gunner is too may points for the suicide squad, I like running ruthless EPT though, it gives you auto damage that is unavoidable, great for those hard to hit aces. I'm not a huge fan of vader on this build, As you are probably already taking a beating while you are doing all this ramming and disrupting, but the stress from mara is as good or better than the ram damage. I do like bombs and EM as it makes a large area of pain on the map that the enemy really wants to avoid. With O, you gotta keep him cheap. Jerjerrod is an auto include, as far as I am concerned. APL is not bad either, in my experience.
It used to happen a lot more often when folks were still running generics in formation. After Deci came out I ran it in almost every list for a few months. It would happen about once every 10 games but you can also force it a little easier with good blocking the turn before (I miss academy pilot blocking being a thing that was good in the game).
I don't recommend the Big O death-roll load out for serious games. It's brilliant though for casual games or epic. I agree that Jerrard and IA is pretty much auto-include for a ramming Big O; they give you intel and protect from 2 crits. I've experimented with snapshot to get off a few more dice for cheap but it's just not enough. Right now I've been playing BIG O with various load outs and Duchess + Title + LF and Countdown.
Pretty much the only way youre going to hit multiple ships is if they slam into you last turn and you move first, but didnt move. Human error prevents you from slamming into two that are perfectly side by side as they will always be slightly off, either intentionally or not isnt the question.
Done it that way before. Quite hilarious to see 3 ships take 1 damage because i activated first due to that oh so coincidentally timed PS0 crit i got last round
Totally awesome! So much fun!
Played Oicunn with BoShek at the hanger bay event at system open along side a Vader/Gunner Kenkirk. Used Bo a couple of times and it messed with my opponent with some success. Managed to take Fenn of the table in a single round in one of the games. Would recommend Bo just for the psychological affect alone
I was messing with this yesterday: Oicunn/Daredevil/Dauntless/Intel Agent/BoShek/Recruit/Engine, Kylo/VI/FCS/OpSpec/Gunner.
It is hella fun. One of the things that always bugged me about Daredevil Oicunn was that double stress, which means that you can't do your trick every round. Now you can, AND it trolls people.
Kylo kits like a truck too, but the big difficulty is people getting behind him.
Fortunately Oicunn can ram him and use Bo Shek to make him stop indefinitely so they fly right past! I didn't even notice this til halfway through my third game.
I'm thinking Kylo isn't the optimal wingman though, for that reason - Oicunn is too easy to focus down, and Kylo is a terrible closer.
I'm thinking of popping EM and a Conner on Oicunn so he has something to do when people are behind him and then moving to the Imperial standard solution of putting a Defender with it.
I think the decimator is a just a few points too many in the Imperial faction. You can't get a proper miniswarm and you're really not getting a third value ship. I was hopeful 2 strikers might do it but they're still 3-4pts short of two pocket aces and a decimator that isn't naked.
Fun as heck but it's not likely to eat 3 defenders often enough.
2 hours ago, Rakky Wistol said:I think the decimator is a just a few points too many in the Imperial faction. You can't get a proper miniswarm and you're really not getting a third value ship. I was hopeful 2 strikers might do it but they're still 3-4pts short of two pocket aces and a decimator that isn't naked.
Fun as heck but it's not likely to eat 3 defenders often enough.
It was good before TLTs and the Large Ship nerf. Now though just knocking it down to 8 hull gives you no less than 20 points. Back in the two ship meta and the point fortress they worked but that's been cracked a litte, the cannons have been rolled in to take out the forts.
Large ships for Imperials are down to basicly what can carry palp the best. Lambda Shuttles are the cheapest but Upsilon has a better dial and more firepower. You don't see palp on Deci as much because unless you are running Kenkirk palp can't defend himself. He can shoot back but Decimators eat every hit they take and soon in this kill heavy meta decimators don't last long. Maybe when the meta cycles back into the tank heavy meta where matches oftern go to time you might see Decimators coming back.
Played it a couple more times and came to the conclusion that the daredevil/engine version is fun, but Predator will do more damage against a canny player as oicunn rarely gets mods with this build, and allows you to fit in EM and a Conner Net to punish people who set their dial to allow them to jump past you.
Pair him with stridan Upsilon with FCS, inspiring recruit, title and systems officer, to shed 2 stress from dauntless and daredevil and give him target lock.
Far better to put the Inspiring Recruit on Oicunn himself.
Instead of what? Gunner or Vader?
Yes.
See my posts above for what I'm currently running on Oicunn, Vader and Gunner aren't included.
The way you kill aces is by ramming them and messing with their movement so they are forced to fly into awkward positions, not by shooting them.
I tried this. My Dec got two crits right off the bat, both crits were the "If this ship hits another ship, take 1 damage"