Oicunn Trapping the Ghost

By zhentil, in X-Wing

Okay, this has never happened to me at least. I have Oicunn with BoShek. Now my opponent has the Lothal Rebel Ghost ship, he has maneuvered himself in the corner BUT facing out. Oicunn comes up and bumps him. NOW, after checking all the moves that the Ghost can do, we realize that he's trapped. He could go forward but that takes him off the board. the Way Oicunn is set up he literally cannot get out. My other ship just bumps him from behind. NOW, the question we both had was, if this were a tourny, and say there was 12 min left or something like that. Would i basically just win? Cause he couldn't move away and each turn he's taking 1 damage plus with BoShek he would have to have a certain move so he wouldn't fly off the board. How would this end i guess.

The Ghost player could either;

- play the game to time and calculate the winner on points as normal.

- fly off the board fleeing the battlefield, and the Ghost is destroyed as normal.

- concede the game.

Edited by BVRCH

- launch the shuttle and blow up some no-action imperials.

I had something similar happen twice; with Dash the other day; Any move Dash could make would leave him in R1 of a shot from ghost (who had TL) Dash had two health. The Lothal just bumped until the opponent got fed up and moved.

The second was with Bossk + Ketsu vs BroBots, got wedged in left corner. BroBots had no moves that could clear both ships and kept bumping losing actions; Ketsu and Bossk had K4 so just kept doing greens and getting TL.

In a tournament if nobody moved; it would go to final salvo is there is a tie; if not the winner is who has most pts like normal

3 hours ago, BVRCH said:

The Ghost player could either;

- play the game to time and calculate the winner on points as normal.

And boo the man who does that. Especially in this "1 on 1, 12 min left" scenario, that would be beyond any measure of taste or redemption. Boo, I say!

32 minutes ago, the1hodgy said:

In a tournament if nobody moved; it would go to final salvo is there is a tie; if not the winner is who has most pts like normal

It's Oicunn. With enough rounds of movement (8 to 16, depending on the build) the ghost dies, he doesn't.

I missed that point; yeah he would slowly murderise the ghost.

5 hours ago, skotothalamos said:

- launch the shuttle and blow up some no-action imperials.

16 health Deci vs 4 health Shuttle. I think I know who's winning that damage race.

I approve of Oicunn bumping the ghost. In a case like that, Mara Jade is very useful.

The last game night kit tourney I went to I had a similar Decimator. I made someone flying a formation with z-95/harpoons concede.

The only way it could be better is if Kestal walked Poe off the board with an ion.

The player should always play to the end, no matter the conclusion. Never give up, never concede, never slow-play. Have fun!

I had a Ghost so bent on taking out Yorr/Palp that I had running the board edge, he boosted into a great (at that moment in time) range one front arc shot, that put him in a position that the next turn he was off the board no matter the dial selection; he was sweating and delayed; but had to eject the Phantom with Intelligence Agent focused Whisper at her side at range one. It was glorious; I really didn't have any rational or reason in winning that battle on paper.

12 hours ago, DampfGecko said:

And boo the man who does that. Especially in this "1 on 1, 12 min left" scenario, that would be beyond any measure of taste or redemption. Boo, I say!

That's assuming they are the last 2 ships on the board.

Or the 2 ships were at equal HP. Say the Ghost was at full health, and Oicunn was at 2 hull remaining. It might be a solid option to win the game for the Ghost player.

Edited by BVRCH

I once trapped a ghost in the corner with an APL bumpmaster in a store championship tournament, guy had no moves that could get past that wouldn't go off the board. Ghost had no phantom so after a couple turns and an unlucky kill of Asoka I think in a captured TIE by dice variance the guy conceded since it was just going to be 20 or so minutes of rolling APL dice until the ghost finally died otherwise. Weirdest X-Wing win so far for me.

2 hours ago, clanofwolves said:

The player should always play to the end, no matter the conclusion. Never give up, never concede, never slow-play. Have fun!

I had a Ghost so bent on taking out Yorr/Palp that I had running the board edge, he boosted into a great (at that moment in time) range one front arc shot, that put him in a position that the next turn he was off the board no matter the dial selection; he was sweating and delayed; but had to eject the Phantom with Intelligence Agent focused Whisper at her side at range one. It was glorious; I really didn't have any rational or reason in winning that battle on paper.

I had a similar experience flying a U-Wing against RAC. My U-Wing swung in from the board edge so the edge of his arc was parallel with the edge. RAC landed in arc of the U at range 3 and boosted towards the edge to get out of arc. Next turn the U-Wing did a hard 2 towards the board edge and bumped full-health RAC right off the board.

10 hours ago, DR4CO said:

16 health Deci vs 4 health Shuttle. I think I know who's winning that damage race.

sure. but it's better than just doing nothing for 16 turns until you're dead and have the same shuttle minus a hull.

26 minutes ago, gadwag said:

I had a similar experience flying a U-Wing against RAC. My U-Wing swung in from the board edge so the edge of his arc was parallel with the edge. RAC landed in arc of the U at range 3 and boosted towards the edge to get out of arc. Next turn the U-Wing did a hard 2 towards the board edge and bumped full-health RAC right off the board.

I've done better. Dsperately trying to get Hutshot Vader Gunner RAC turned round and back in play to chase down the enemy (Scum) Fenn I'd managed to boost over last round and not QUITE kill, I boosted a little too tight towards the board edge and drove myself off.

I'd've won if I hadn't.

:(

I would call a judge over just to ensure the Ghost player doesn't slow play out of his inability to get on top of the situation.

5 hours ago, clanofwolves said:

The player should always play to the end, no matter the conclusion. Never give up, never concede, never slow-play. Have fun!

I don’t know what’s fun about slowly dying turn after turn if there really was no way out