Outrider: Turrets Done Right

By Lagomorphia, in X-Wing

What's always annoyed me about the Millenium Falcon and now the Decimator is that it has a Range 1-3 three dice turret. A 360 fire arc that's impossible to dodge: if you can hit it it can hit you and it doesn't interact with the game's main mechanic, maneuvering, much. The Y-wing and HWK turrets can be dealt with by sticking at Range 3, they have short range: they can be dodged if you fly right. When I saw two more 360 ships, I thought the Falcon plague had spread, but the Outrider's ingenious.

It's only got two dice on its attack, so while it can shoot back, it doesn't shoot back hard: most heavy fighters and advanced TIE models can hit back harder. However, you can bring it to Falcon territory by adding the HLC an Outrider title: now you have a 4 dice 360 turret...

...with a Range 1 blindspot.

I personally think this is design genius on FFG's part. It adds a whole new dimension to maneuvering in a fight against an HLC Outrider. Rather than nullifying the maneuver mechanic, it interacts with it in a whole new way.

The thing I like about it is that it introduces a spectacular counterplay element: people using it try their best to get targets at range 2, while people playing against it try their best to get into range 1. And the size of its base, oddly enough, can be just as beneficial to either player in that regard. (for instance, it can barrel roll great distance to get range 2, but it can also be more easily blocked from doing so than a small base ship could.)

It's 52 points, but Soontir himself will struggle to catch you.

Hey there now, fella… let's not go that far… :P

What's always annoyed me about the Millenium Falcon and now the Decimator is that it has a Range 1-3 three dice turret. A 360 fire arc that's impossible to dodge: if you can hit it it can hit you and it doesn't interact with the game's main mechanic, maneuvering, much. The Y-wing and HWK turrets can be dealt with by sticking at Range 3, they have short range: they can be dodged if you fly right. When I saw two more 360 ships, I thought the Falcon plague had spread, but the Outrider's ingenious.

It's only got two dice on its attack, so while it can shoot back, it doesn't shoot back hard: most heavy fighters and advanced TIE models can hit back harder. However, you can bring it to Falcon territory by adding the HLC an Outrider title: now you have a 4 dice 360 turret...

...with a Range 1 blindspot.

I personally think this is design genius on FFG's part. It adds a whole new dimension to maneuvering in a fight against an HLC Outrider. Rather than nullifying the maneuver mechanic, it interacts with it in a whole new way.

The thing I like about it is that it introduces a spectacular counterplay element: people using it try their best to get targets at range 2, while people playing against it try their best to get into range 1. And the size of its base, oddly enough, can be just as beneficial to either player in that regard. (for instance, it can barrel roll great distance to get range 2, but it can also be more easily blocked from doing so than a small base ship could.)

Range 3 is where the Outrider will shine. The enemy doesn't get extra agility, but you do. And with barrel roll, this is possible.

I think it's great the way it is. Another 3 attack turret for rebels is not needed. There is the Falcon for that.

I would also play it with HLC but not with the Outruder upgrade Especially with Dash you really have means to outposition enemies, and as the first large ship with barrel roll you can very well bring the cannon to bear. I don't see any necessity to sacrifice the primary for it plus pay 5 points. You still have means of defending yourself against very naneuvrable fighters like that and ping low agility ships in your back.

I am really happy to see a large rebel ship with 2 agility and also barrel roll. I always wanted a rebel large ship with innate barrel roll, that way you can take ptl and roll plus get an action if need be, and don't have to take elusiveness for it.

I also could see PTL, Engine upgrade, autoblaster work, but you can do that with B-Wings more efficiently i believe.

Edited by ForceM

Not happy to see 2nmore HP pile turrets hit the game but at least this one is done with some finesse and elements that add to gameplay instead of turn it into a dice rolling game. I'm wary of the HLC bit combined with BR. I don't look forward to facing it but flying it sounds fun.

Tactician stresses ships it hits at Range 2. Mara Jade stresses everyone who isn't stressed at Range 1.

I like to call that the 'Flytrap'

Well sorry for double posting but Mara Jade is imperial only, and tactician, well its only at range 2 and in your firing arc.

Also, what's the wording on the Outrider title? Does the HLC become a primary or just replace one? Someone's been asking if it still gets the 'ignore bonus dice for range' that secondary weapons get.

No, it remains a secondary and prevents the primary from firing. So no bonus dice and no using gunner.

Tactician stresses ships it hits at Range 2. Mara Jade stresses everyone who isn't stressed at Range 1.

I like to call that the 'Flytrap'

Well sorry for double posting but Mara Jade is imperial only, and tactician, well its only at range 2 and in your firing arc.

Yeah i know, a similar suggestion came up on the Decimator thread, sorry for not being clear.

Wait… something i just thought of: Dash is the only ship that can k-turn through an asteroid successfully, isn't he? And by that I mean he can still flip around even if his template passes through one.

Wait… something i just thought of: Dash is the only ship that can k-turn through an asteroid successfully, isn't he? And by that I mean he can still flip around even if his template passes through one.

Correct. He is.

Edited by dvor

Wait… something i just thought of: Dash is the only ship that can k-turn through an asteroid successfully, isn't he? And by that I mean he can still flip around even if his template passes through one.

All ships can do that. Only overlapping a ship causes a koiogran turn to change bearing.

Important: If the active ship is executing a [koiogran turn] maneuver that causes it to overlap another ship, instead treat its maneuver as a [straight] maneuver with the same speed and color revealed on the dial.

Edited by kraedin

It's 52 points, but Soontir himself will struggle to catch you.

Hey there now, fella… let's not go that far… :P

Depending on that dial, I'd actually be tempted to try Dash's 56-point HLC Outrunner, with Nien, PTL and an Engine Upgrade, and having that as my entire squad. If my opponent wants a win, he has one way to do it.

It would also be silly for Fel to chase him as such if there are any other ships available to kill. If they happen to be the last 2 ships on the field, well, Fel is going to have to fly better than just straight at them to win anyway.

My vote for the nickname for Outrider+HLC: The Donut Hole.

Wouldn't that one be the donut and the Outrider+Autoblaster be the Donut Hole?

Well, if you think about it, the ship itself is in the center of the hole of the Donut, which is like you said, the HLC ring. So, if you're referring to the ship, why not be as specific as possible?

I do kinda like the idea of Kyle Katarn as a crewman on the Outrider too instead of Nien Nunb.

Dash + Outrider - HLC, PTL, Kyle, Engine Upgrade (58pts)

Sure getting more green moves is nice but with PTL Stress is guaranteed and if its Dial is decent then the ability to Boost, Barrel Roll and Gain a Focus (providing you can then ditch the stress) is pretty **** nice, ontop of the ignore obstacles ability and the Firepower it brings.

...that cost keeps going up! I need to see the other pilots!

....the other question is what id run with it. A mini Headhunter Alpha Strike? Maybe a Pair of A-Wings to Harass? Really not sure.

Im currently looking at....

Dash + Outrider - HLC, PTL, Kyle, Engine Upgrade (58pts)

Green Squadron - PTL, Refit, Test-Pilot, Vet Instinct (21)

Green Squadron - PTL, Refit, Test-Pilot, Vet Instinct (21)

Maybe a little Squishy as support but they should pull enough fire away from the Outrider long enough for it to get where it will be hard to chase down and put on that damage to the targets the A's should be softening up. If i do drop Kyle back to Nien and possibly a cheaper Pilot option then that just frees up more points for the support ships.

Edited by Sonikgav