Decimator + Shuttle List: Oicunn + Sai + Soontir

By Laniakean_Guy, in X-Wing Squad Lists

Looking for comments for the following list:

Lieutenant Sai — Lambda-class T-4a Shuttle 47
Jamming Beam 0
Director Krennic 5
ST-321 4
Ship Total: 56
Half Points: 28 Threshold: 5

Captain Oicunn — VT-49 Decimator 78
Intimidation 3
Shield Upgrade 3
Dauntless 4
Ship Total: 88
Half Points: 44 Threshold: 9

Soontir Fel — TIE Interceptor 52
Predator 2
Ship Total: 54
Half Points: 27 Threshold: 2

Total: 198 points

Oicunn tries to bump, giving him a range 0 attack against a ship with one defense dice less. He's also the optimized prototype, taking off shields or dealing crits against the target locked by the shuttle. If he bumps while moving, he still has the option to take an action due to the title. If he doesn't, he at least can use the optimized prototype ability.

Sai coordinates a reinforce to Oicunn and receives a reinforce due to the pilot ability + a target lock due to the title.

Soontir does Soontir things.

Any thoughts? Not sure how to improve it.

Edited by Laniakean_Guy

Maybe get rid of Soontir and the shield upgrade and add Death Troopers + Maarek Stele with FCS + Debris Gambit?

Coordinating reinforce and getting one himself seems really cool. Might have to try something like this. Might just lose the shield upgrade on Oicunn for more of a bid for Soontir but it all depends on how many other PS 6 you're seeing. Looks fun.

I flew against a similar list to this yesterday. My opponent flew Duchess instead of Soontir and had Tua on the Decimator. I'm not sure what I think of it. The big ships didn't seem too hard to outfly and avoid getting bumped. I focused on the ace and then whittled down the Decimator and ended up winning narrowly on points.

I agree that it's important not to loose the ace before the decimator has gone down. Making the enemy chase the ace around might open opportunities for the decimator, which has a surprisingly good dial for a ship this size, though regrettably no k-turn. If there are slow, immobile ships in the opponents list, the decimators dial and the front and rear arc of both the shuttle and the decimator are quite useful.

Against highly mobile lists, things are most likely more difficult, especially if the ace is lost early, which happened to me in the two games I played.

I wouldn't put Tua on the decimator; I'd rather consider Death Troopers.

Loosing the shield upgrade seems like an idea to consider, though.

Might test this further.

And here's me thinking that I was the only person considering this combination of ships!

I have:

Lambda -class T-4a Shuttle - •Lieutenant Sai - 53
•Lieutenant Sai - Death Squadron Veteran (47)
Jamming Beam (0)
Electronic Baffle (2)
ST-321 (4)

VT-49 Decimator - •Captain Oicunn - 94
•Captain Oicunn - Inspired Tactician (78)
•Darth Vader (14)
Tactical Scrambler (2)

TIE/in Interceptor - •Soontir Fel - 53
•Soontir Fel - Ace of Legend (52)
Ruthless (1)

Total: 200/200

View in the X-Wing Squad Builder

I've flown all 3 ships for a few games each, but not yet together. The Electronic Baffle is essential (for me at least) for being able to turn the Lambda around and not fly off the board! The other thing I've learnt about the shuttle is to not be afraid to just roll through obstacles rather than be out of the fight for 2 or more turns.

Sai is the key ship - she enables both herself and Oicunn to have double mods - both get reinforce or both get a focus, plus the target lock from the title, then Oicunn gets his action. Vader is amazing, either for damage or for stripping a token. The Tactical Scrambler protects both Sai and Soontir, so you can use all 3 ships to shoot. And Ruthless makes Soontir much more accurate.

Oicunn will almost never get to process his ability - but fear of it makes opponents fly differently.

I like Ruthless on Soontir and the Tactical Scrambler on Oicunn! Furthermore, I agree that bumping might not happen that often, so Intimidation is probably not worth it on my original list.

Not sure if I like Darth Vader, though - while he's good, he costs 14 points and you now have no bid. I considered using Seventh Sister, Fifth Brother or Death Troopers instead. Or I could put Tarkin on Sai:

Lieutenant Sai — Lambda-class T-4a Shuttle 47
Jamming Beam 0
Director Krennic 5
Grand Moff Tarkin 6
ST-321 4
Ship Total: 62
Half Points: 31 Threshold: 5

Captain Oicunn — VT-49 Decimator 78
Tactical Scrambler 2
Dauntless 4
Ship Total: 84
Half Points: 42 Threshold: 8

Soontir Fel — TIE Interceptor 52
Ruthless 1
Ship Total: 53
Half Points: 27 Threshold: 2

Total: 199 points

While this also leaves almost no bid, one could maybe drop Dauntless from Oicunn, resulting in a small 5 point bid.

The problem with this version seesm to be that the target lock from Tarkin might come too late, as Tarkin gives the lock in the system phase...

Edited by Laniakean_Guy

I tried my version of this out yesterday at a small wave championship. 2 wins, one loss.

Oicunn and Sai worked very nicely together, keeping Oicunn alive in both wins with only his shields off. Sai lived too, in one game

Meanwhile, I messed up 3 times with Soontir. He did a grand total of 3 damage and snuffed it almost immediately in every game.

I faced a U-Wing plus Wedge plus something I've already forgotten (win) then 2 IG88s plus 4-LOM (2nd win) followed by Rey plus 2 A-wings.

I really needed Soontir to help against the A-wings, but he exploded immediately after I managed to park him at range 3 of all 3 of them and only rolled any paint on 3 dice out of 3 red and 13 green dice! My whales took Rey to the cleaners (she ran off on 2 hull) but died to the A-wings.

So, it's not a joke list. I just need to be able to fly Soontir better!

1 hour ago, Gilarius said:

I tried my version of this out yesterday at a small wave championship. 2 wins, one loss.

Oicunn and Sai worked very nicely together, keeping Oicunn alive in both wins with only his shields off. Sai lived too, in one game

Meanwhile, I messed up 3 times with Soontir. He did a grand total of 3 damage and snuffed it almost immediately in every game.

I faced a U-Wing plus Wedge plus something I've already forgotten (win) then 2 IG88s plus 4-LOM (2nd win) followed by Rey plus 2 A-wings.

I really needed Soontir to help against the A-wings, but he exploded immediately after I managed to park him at range 3 of all 3 of them and only rolled any paint on 3 dice out of 3 red and 13 green dice! My whales took Rey to the cleaners (she ran off on 2 hull) but died to the A-wings.

So, it's not a joke list. I just need to be able to fly Soontir better!

That's the same experience I made - Soontir simply dies too early. One mistake and he's gone or crippled. And without an ace, the enemy aces slowly kill the decimator and the shuttle.

Maybe taking Whisper + Juke (59 points) might be better. Or another Ini 5 ace (e.g. Maarek + FCS + Afterburners + ?) . Vader with Afterburners + FCS fits in only if one takes away every upgrade card on Oicunn + Sai.

1 minute ago, Laniakean_Guy said:

That's the same experience I made - Soontir simply dies too early. One mistake and he's gone or crippled. And without an ace, the enemy aces slowly kill the decimator and the shuttle.

Maybe taking Whisper + Juke (59 points) might be better. Or another Ini 5 ace (e.g. Maarek + FCS + Afterburners + ?) . Vader with Afterburners + FCS fits in only if one takes away every upgrade card on Oicunn + Sai.

Lt Kestal with Barrage Rockets, Ion Turret and maybe a gunner would fit into the points. I really like Vader crew, so I'd be reluctant to lose him from the list, but 14 more points would really help the Ace!

I compared my experience using Sai with other players who'd used her, and she works well with Oicunn or other large relatively cumbersome ships but less well with 2 Aces.

Oicunn struggles without a 2nd action, and Vader crew effectively gives him that by token-stripping or damage or merely as a force token.

With Sai, he becomes a real powerhouse, and the list works as long as Sai is also shooting.

Anyway, I'll be trying the list out again sometime, probably sticking with Soontir and trying to learn from my mistakes!

22 hours ago, Gilarius said:

Lt Kestal with Barrage Rockets, Ion Turret and maybe a gunner would fit into the points. I really like Vader crew, so I'd be reluctant to lose him from the list, but 14 more points would really help the Ace!

I compared my experience using Sai with other players who'd used her, and she works well with Oicunn or other large relatively cumbersome ships but less well with 2 Aces.

Oicunn struggles without a 2nd action, and Vader crew effectively gives him that by token-stripping or damage or merely as a force token.

With Sai, he becomes a real powerhouse, and the list works as long as Sai is also shooting.

Anyway, I'll be trying the list out again sometime, probably sticking with Soontir and trying to learn from my mistakes!

There are several things I'm currently looking at: putting Fifth Brother or Seventh Sister on Oicunn and Krennic on Sai is also 14 points. Grand Inquisitor is also nice, as it allows an additional action which might come in handy, like rotating the turret. The associated stress might unfortunately make that not worth it. Against swarms, flying through the asteroids and putting Trick Shot on Oicunn might work, as it makes it more difficult for the swarm to position. Also, Veteran Turret Gunner might come in handy against 5+ ship lists. Or actually any list - Oicunn wants to fly into the thick of the enemy ships and get a bump. Putting Death Troopers on Oicunn could also be very annoying.

I'm also considering using Maarek Stele instead of Soontir Fel - Maarek+FCS+Afterburners+Ruthless is 55 points, and he does not die that easily. And Krennic + Tarkin on Sai with the title might give both Oicunn + the ace a target lock at the right moment.

Here's what I'm going to try out. I haven't got it on the table yet, but I will today.

I'm thinking this will give Sai and Oicunn fully modded attacks, consistently. The tactical scramblers can help either of the big boys from behind the other out while Whisper flanks and does Whisper things.

Lieutenant Sai (47)
Jamming Beam (0)
Tactical Scrambler (2)
ST-321 (4)

Captain Oicunn (78)
Intimidation (3)
Tactical Scrambler (2)
Dauntless (4)

“Whisper” (54)
Juke (5)

Total: 199

View in Yet Another Squad Builder 2.0

If you are going to fly Oicunn, you should really be taking Moff Jerferrod. It is the single most key upgrade to get value out of Oicunn's ability. Not to mention, the turn you activate Jerjerrod, it affects ALL of your ships, no range restrictions! This makes it a steal for 10 points (despite the stress cost---remember that a blue move dialed in clears that stress immediately).

With Jerjerrod, its really not hard to set up an ideal opening engagement with your Flanker swooping in (seemingly out of no where with that free boost from jerjerrod), and oicunn bumped against the enemy's front ship and Sai trailing behind Oicunn, hopefully cutting off some of your opponent's potential k-turns for the following round.

Here's the list I would start with:

Oicunn w/ intimidation, moff jerjerrod & dauntless = 95

Sai w/ ST-321 = 51

Duchess w/ lone wolf = 47

193

So you have 7 points left that could be put to good use. I'm not sure what the best option would be, but I would consider the following:

a) Moff Tarkin on Oicunn for 6 pts (free target locks for all of your ships, even if they can't normally target lock)

b) Freelance Slicer + ISB Slicer on Sai for 6 pts (I can't stress enough how powerful this little combo can be to shut down token stacks, such as whisper, Vader and Poe)

c) replace lone wolf with ruthless/crack shot or predator on Duchess and then give her 5th Brother (this just improves action efficiency)

d) replace Duchess entirely with Soontir Fel, but you won't have much of a bid, so its less than ideal imho. Also, Duchess sort of benefits more from Jerjerrod than Soontir since she's not stressing herself all the time and can combine the free boost with her ailerons move.

Moff Jerjerrod is good on Oicunn. But Vader is simply better.

I'd like both. So, replacing Soontir with Duchess might be a good idea.

I need to fly a hyperspace list next, so further experiments from me will have to wait, but I think the basic list has enough legs to be used more.

Edited by Gilarius
spelling

Moff Jerjerrod also looks like an interesting option. That boost might actually get Oicunn that bump or save the ace. Or allow Duchess to turn around 180° without ending stressed.

I still like having Krennic on Sai, though. Together with Tarkin on Sai and Ruthless on Duchess that would be exactly 200 points.

6 hours ago, Laniakean_Guy said:

Or allow Duchess to turn around 180° without ending stressed.

Well she would be stressed since all the hard turns on the striker dial are white, but I don't think that is the most important type of move Jerjerrod offers for Duchess...

3 hours ago, blade_mercurial said:

Well she would be stressed since all the hard turns on the striker dial are white, but I don't think that is the most important type of move Jerjerrod offers for Duchess...

Ah, yes, Ailerons are a white maneuver, forgot that...

I did fly my version, with Duchess.

It was only against my son, who isn't (yet) a good player, but Duchess was much easier to use and did some damage before exploding.

I didn't use Jerjerrod, Oicunn was in position all game. Needs more practice.

I'm very curious at giving this a spin. Didn't really fly the Decimator in 1.0, so I'll probably struggle with it, but I like the look of these three ships on paper. Plus it'll help me get better at the noble art of the annoying bump.