Outer Rim Smuggler: when's it worth taking?

By Hydraface, in X-Wing

Yeah, but six copies of the TIE Phantom?

*looks blankly* Not enough?

I was hoping to stop at three (what I'm likely to use in 100 points) and increase it once they come out with an Aces or whatever pack for it. I dislike the idea of buying ships that I won't ever use (and I doubt I would field that many in an Epic game).

Yeah, but six copies of the TIE Phantom?

*looks blankly* Not enough?

I was hoping to stop at three (what I'm likely to use in 100 points) and increase it once they come out with an Aces or whatever pack for it. I dislike the idea of buying ships that I won't ever use (and I doubt I would field that many in an Epic game).

What!! No 12 Phantom Imperial lists! Heresy, I say.

I'm glad one of my creations has found a home. :D

Yes, the following is a great ship to fly.

ORS + Intel Agent + Navigator + APL

It's rather difficult to fly against and can force your opponent to maneuver poorly just to try and avoid it.

Now, when Wave 4 drops, I might just have to drop the existing crew for a couple new ones:

ORS + Tactician + Tactician + APL

Same point cost at 33. Now, it forces me to do my job in prediction better, since I can't adjust, but it adds a whole new level of HATE to the build. Now, if I shoot you at range 1 I get an extra attack die as normal. If you avoid that, now you are in Range 2. If I shoot, you get two stress tokens. Doesn't matter if I hit. If two ORS shoot? 4 stress. All three? 6 stress. Good luck shedding that. Unless you are Tycho, enjoy never being able to act again. I call them StressORS.

Why not take both?

Or one of the BlockORS and two of the StressORS?

I'm glad one of my creations has found a home. :D

Yes, the following is a great ship to fly.

ORS + Intel Agent + Navigator + APL

It's rather difficult to fly against and can force your opponent to maneuver poorly just to try and avoid it.

Now, when Wave 4 drops, I might just have to drop the existing crew for a couple new ones:

ORS + Tactician + Tactician + APL

Same point cost at 33. Now, it forces me to do my job in prediction better, since I can't adjust, but it adds a whole new level of HATE to the build. Now, if I shoot you at range 1 I get an extra attack die as normal. If you avoid that, now you are in Range 2. If I shoot, you get two stress tokens. Doesn't matter if I hit. If two ORS shoot? 4 stress. All three? 6 stress. Good luck shedding that. Unless you are Tycho, enjoy never being able to act again. I call them StressORS.

Are you sure you can double up on Tactician? Isn't that like doubling up on gunner, or rebel agent, etc (assuming my examples do not include uniques)?

I really like your idea, but just does not seem to fall within the spirit of the game.

Something does not seem correct with that, just a question...

Edited by EmpireErik

ORS + Anti-Pursuit-Laser

Then add a Y-wing with an Ion Turret.

So much fun.

ORS biggest weakness is its 2 attack dice, but it is 15 points cheaper than the next cheapest YT-1300.

One important thing to remember when purchasing a cheap ship, if you spend to many points on upgrades you lose your biggest advantage.

A 360 firing arc 2 attack dice is still not that bad, especially with a focus or a TL.

Keep it cheap, keep it clean.

I'm glad one of my creations has found a home. :D

Yes, the following is a great ship to fly.

ORS + Intel Agent + Navigator + APL

It's rather difficult to fly against and can force your opponent to maneuver poorly just to try and avoid it.

Now, when Wave 4 drops, I might just have to drop the existing crew for a couple new ones:

ORS + Tactician + Tactician + APL

Same point cost at 33. Now, it forces me to do my job in prediction better, since I can't adjust, but it adds a whole new level of HATE to the build. Now, if I shoot you at range 1 I get an extra attack die as normal. If you avoid that, now you are in Range 2. If I shoot, you get two stress tokens. Doesn't matter if I hit. If two ORS shoot? 4 stress. All three? 6 stress. Good luck shedding that. Unless you are Tycho, enjoy never being able to act again. I call them StressORS.

I just noticed this was my 1000th post. And it's proposing a new, terrifying weapon. Awesome. </shamelessplug>

Welcome to the club!

I'd probably run 2 StressORS and 1 more typical. I just don't think you're going to need to hand out 6 stress a turn but being able to do 4 and block that ship in addition to no actions is really hateful.

Are you sure you can double up on Tactician? Isn't that like doubling up on gunner, or rebel agent, etc (assuming my examples do not include uniques)?

I really like your idea, but just does not seem to fall within the spirit of the game.

Something does not seem correct with that, just a question...

You cannot take double Stealth Device because the only way to get 2 on a ship states that they must be different.

There is NOTHING that prevents you from taking multiple crew, however.

The following non-unique crew may be doubled fruitfully:

Intelligence Agent (look at 2 dials)

Tactician (deal 2 stress)

Mercenary Co-Pilot (change 2 solid explosion results into hollow explosion results)

Recon Specialist (gain 2 extra Focus Tokens when performing a Focus action, for a total of 3)

Flight Instructor (re-roll up to 2 dice)

Gunner specifically says that you cannot perform more attacks this round upon his activation.

Saboteur is an action, and you cannot use the same action multiple times in a round, even if you have that action multiple times.

Weapons Engineer specifically says that you can maintain 2 Target Locks, not an extra one.

Navigator's maneuver-dial manipulation could be manipulated to the same step regardless of how many Navigators you equip.

The rest are unique.

And now I know... like I said, I like the idea, but i can see ALOT of people crying foul...so let them cry <insert evil empire laugh>

Edited by EmpireErik

Follow-up stupid question: I am not near the rules;but a green maneuver will erase all stress and not just one at a time, correct? Will check rules on this.

No, a green maneuver will eliminate one stress, and one stress only. BOHICA.

Follow-up stupid question: I am not near the rules;but a green maneuver will erase all stress and not just one at a time, correct? Will check rules on this.

As Kinetic Operater said, only 1 stress per green. Otherwise, Captain Yorr would be a LOT more expensive

Just curious how 3 ORS with Intel agent and navigator does against blues with adv sensors.

Just curious how 3 ORS with Intel agent and navigator does against blues with adv sensors.

It does good IF you change how you fly. If you attempt to run it like you do against every other list, which is to try and block them, you'll get destroyed because they can almost ensure they won't bump you. However, if you change your tactics to now staying out of arc, getting behind them, and using your turret against their lack of agility, you can put out some serious damage. Winning will still take luck and skill, but you can pull it off.

Finalised on these two lists:

Outer Rim Budgie-Smuggler (27)

Wedge Antillies (29)

Gold Sqd. W/Ion Cannon (23)

Rookie X-Wing (21)

Yeah, I know, 'Er mah Gerd, Wedge without protection? Er Yer Merd?' But...so what? I could try and hold him back, let the enemy go nuts trying to take him out while everything else gets to work. It's a somewhat wacky and uneven list, but I get to field a YT (love 'em), get to field Wedge (Fave Rebel pilot), get an IOn cannon in there (they're too much for to not consider) and insttead of a whole host of upgrade which I was going to throw around, I put another X-wing in. Alternatively:

Outer Rim Juggler (27)

Wedge (29)

Biggs (25)

Prototype pilot (17)

Leaving 2 points for APL on the O.R.S. if someone lets me borrow the card, or a flipped table and ruined evening if they don't. So no Ion in this list, but an A-Wing instead and they are pretty fun...

No one's listed the BlockORS fleet?

Check it.

3x ORS

+ Intelligence Agent

+ Navigator

+ Anti-Pursuit Lasers

-={ 33 a piece }=-

So, each of these bad boys spies an enemy dial, is then able to alter their own dial to force the enemy to collide with them, damage that ship, and still have their actions to fire upon the other ships in your opponents' fleets with 3 360* turrets.

99 points for initiative, so you can still do this to Academies. You're PS 1, remember? You're pretty much flying 3 homicidal asteroids around at that point :)

If you're only planning on running 1 BlockORS, feel free to give it the Falcon title as well. That kind of board control will last you a long time if you keep him healthy, and will probably win you the game.

No one's listed the BlockORS fleet?

Check it.

3x ORS

+ Intelligence Agent

+ Navigator

+ Anti-Pursuit Lasers

-={ 33 a piece }=-

So, each of these bad boys spies an enemy dial, is then able to alter their own dial to force the enemy to collide with them, damage that ship, and still have their actions to fire upon the other ships in your opponents' fleets with 3 360* turrets.

99 points for initiative, so you can still do this to Academies. You're PS 1, remember? You're pretty much flying 3 homicidal asteroids around at that point :)

If you're only planning on running 1 BlockORS, feel free to give it the Falcon title as well. That kind of board control will last you a long time if you keep him healthy, and will probably win you the game.

I like the concept of this, however it's not as good as it sounds, as my understanding is , yes you can look at an enemy dial within 1-2 range, and the navigator allows you to alter your dial to a move along the same bearing. Not as awe inspiring as I first thought, unless I am interpreting it wrong?

I like the concept of this, however it's not as good as it sounds, as my understanding is , yes you can look at an enemy dial within 1-2 range, and the navigator allows you to alter your dial to a move along the same bearing. Not as awe inspiring as I first thought, unless I am interpreting it wrong?

But I do like this idea and I'm wondering what to put with it if I go for two ORS? Ideas?

No, you're interpreting it correctly. However, it's far more powerful than you give it credit for.

If you're coming it at 45* of the angle of their ship, choosing between your 2 different turns will block all of a ships possible maneuvers, except for the Stop of a shuttle.

If you're coming in at 0* or 90*, choosing between your 3 banks will get you your first collision, and put you at the 45* you wish to hold.

You do spend a good bit of time getting into position, but once you're in, they can't get out without you screwing up.

Edited by DraconPyrothayan

No one's listed the BlockORS fleet?

Check it.

3x ORS

+ Intelligence Agent

+ Navigator

+ Anti-Pursuit Lasers

-={ 33 a piece }=-

So, each of these bad boys spies an enemy dial, is then able to alter their own dial to force the enemy to collide with them, damage that ship, and still have their actions to fire upon the other ships in your opponents' fleets with 3 360* turrets.

99 points for initiative, so you can still do this to Academies. You're PS 1, remember? You're pretty much flying 3 homicidal asteroids around at that point :)

If you're only planning on running 1 BlockORS, feel free to give it the Falcon title as well. That kind of board control will last you a long time if you keep him healthy, and will probably win you the game.

I like the concept of this, however it's not as good as it sounds, as my understanding is , yes you can look at an enemy dial within 1-2 range, and the navigator allows you to alter your dial to a move along the same bearing. Not as awe inspiring as I first thought, unless I am interpreting it wrong?
But I do like this idea and I'm wondering what to put with it if I go for two ORS? Ideas?

Our local tournament today was won with two ORS and two Blue Squadron B-Wings.

I like the concept of this, however it's not as good as it sounds, as my understanding is , yes you can look at an enemy dial within 1-2 range, and the navigator allows you to alter your dial to a move along the same bearing. Not as awe inspiring as I first thought, unless I am interpreting it wrong?

But I do like this idea and I'm wondering what to put with it if I go for two ORS? Ideas?

No, you're interpreting it correctly. However, it's far more powerful than you give it credit for.

If you're coming it at 45* of the angle of their ship, choosing between your 2 different turns will block all of a ships possible maneuvers, except for the Stop of a shuttle.

If you're coming in at 0* or 90*, choosing between your 3 banks will get you your first collision, and put you at the 45* you wish to hold.

You do spend a good bit of time getting into position, but once you're in, they can't get out without you screwing up.

Thanks for the clarification, I'm thinking of running two ORS with a B-Wing at my stores pre wave 4 tourney next weekend, have to practice against my pal this week though.

Thanks for the clarification, I'm thinking of running two ORS with a B-Wing at my stores pre wave 4 tourney next weekend, have to practice against my pal this week though.

If you do, make sure to put Sensor Jammer on the B-Wing. If you are blocking your opponent from taking actions, they can't focus and that means if they shoot the B-Wing, they effectively lose a hit every attack.

I like it

Had a lot of fun in a friendly match with;

2 ORS

Gold + Ion

HWK + Blaster turret + Recon Spec.

Much more effective than I imagined.

Edited by AllDeadDave

I decided to try the ORS for the first time for Sunday's Imdaar Alpha event.

ORS w/ IA, Nav, APL: 33 points

Blue Squadron w/ FCS: 24 points

2x Rookie X-Wings: 42 points

Total: 99 points

Went 1-1 with a bye, good for 3rd place even after making some basic piloting mistakes in both matches (first match, ORS botched the first pass and didn't bump into anybody and I wasted shots on a Sensor Jammed Ibtisam, ultimately losing the match by a razor-thin 4 point margin; second match, I tried to disengage the ORS from the fight with one hull left, but misjudged and crashed him into a rock).

In both matches, the action denial and blocking of the ORS was well worth the points. The low PS of my other ships also helped prevent any potential counter-blocking, allowing them to get focused or Target-Locked attacks off against unfocused defenders.

Not sure if the team will retain its effectiveness in the post-Predator era, but I have no complaints about its performance.