Talk:Captain Oicunn/@comment-454133-20160601021636/@comment-454133-20160717230506

Battle Report: A month and a half later, I finally got around to playtesting this. I had captain oicunn with daredevil, engine upgrade, dauntless, and navigator; add Epsilon Leader, and Captain Yorr with an ion cannon. My verdict? Unimpressive.

The ability to double-ram just didn't work out, mostly because I took an early volley that delivered a crit that disabled me pretty badly (stopping me from taking actions when I really needed to do so). But even when I could double-ram, it wasn't a good use of time. Focusing and then just unloading on my opponent with my primary weapon would have been a better option.

Yorr fired his Ion Cannon once when Oicunn managed to lock down a foe and wanted to keep him stuck (and if I could have kept doing that, it would have disabled the ship while I slowly shot/rammed it to death, but other ships interfered). However, I quickly realized I was better off just blasting with Yorr's primary weapon. I was also rolling damage poorly, only ever doing chip damage even with 4 dice and a focus token, but that's because this is a dice game. :)

Also, Yorr is very vulnerable to someone getting behind him, and I spent all my time trying to avoid letting that happen. In retrospect, that was perhaps a bad choice. Letting foes get behind Yorr would have been great if I'd positioned Oicunn to exploit their blind greed.

So... maybe there's value in this fleet, especially if I'd played better, but overall I think Oicunn can make better use of his elite slot and allies.

It's sad that Empire can't equip "Zeb" Orrelios. That would be frightening in the hands of Oicunn. But as it stands, Oicunn works best as a cheap decimator that makes the enemy think twice about parking anyone in his possible path, unless they have a ship that can take the ramming damage but doesn't want the decimator shooting it.