Ones Evolution of the Outrider since Gen-Con: A Meta-tation

By ForceSensitive, in X-Wing

Since I got into X-wing some year and a half ago I was dying for them to make the Outrider. Shadows of the Empire on the N64 was my Star Wars game of choice for many years so when they announced it and than pre-released it I was ecstatic! But always being the guy who wants to share his toys, and with the distinct possibility of its Soontir( :P ) rather than later release I wanted to share some of our play findings and how our meta evolved around the introduction of the newest addition to the Rebel fleet. With any luck I may inspire you, at best prepare you, and if all else fails perhaps I won't have wasted your time and entertained you. I write this as much for me as anyone else interested just so I can think it all out in one go. To better understand my own thought evolution on my new favorite ship in X-wing.

Like many others, the first most obvious list was what has been called "Nimble Dash", or "Mad Dash", or "Stupid broken piece of ____" in our local meta. And to be fair if you haven't sat down across from this thing, or even behind one, it may come as a bit of shock to actually see in action. No matter how much you've seen it in your head.

"Nimble Dash"

>Dash Rendar

>>Outrider Title

>>Push the Limit

>>Kyle Katarn

>>Heavy Laser Cannons

>>Engine Upgrade

>Rookie Pilot

>Rookie Pilot

Total: 100pts

This is a BEAST of a MONSTER that was spawned by a DEMON. Interceptor-class maneuverability, Assault-class attack platform on a turret, three action economy, built in stress defense, Secondary Weapon perks, and gets along well with his friendly asteroid neighbors turning the battlefield into truly his own domain. Be warned this guys guns can reach your deployment zone on the first turn! And after that he ramps it up to eleven throwing nigh guaranteed four hits at range three, denying your ranged defense bonus, almost every turn after that.

Tips and Tricks: Dash is an odd duck in that for a large ship he really wants a tightly packed asteroid field for him to keep returning too to spring ambush after ambush. If you are going against one try to keep the field loose, it will actually cause him some headaches. You may see this build have a favored opening with the X-wings deployed in a corner and dash deployed a foot in from either side facing dead forward, this is my usual setup dubbed 'Vanguard'. The turn one sequence for me will often be 3-bank into the middle or more accurately away from your approach, barrel roll deeper into the field or boost in depending, if you opened at lower PS and went deep he target locks for stress, or if I can get away with it use the remaining reactive movement to get the gun in range. The X-wings serve by stalling with one speed moves and trying to generally stay out of the way until they can be brought in on a flank or cause a flank threat to a weakened target or just joust in around mid game if they are left alone.

The biggest problem you'll find with this guy is it wont take long for people to see the obvious flaw. Other higher PS interceptor class pilots can cozy up to you at range one and mock you for your arrogant hubris. And to be sure that along with stressing him and ionizing him are your greatest tools.

But there is a defense. Those X-wings. If you feel lucky or skilled try the 'wave' opening of an X-wing one foot in from either side and Dash in the center. Try to keep one X-wing on either side of him and a little back so that to get close to Dash means to get in front of the X's guns or give them a invitation to chase you off his tail. But keep them at range one of you so that if they decide to kill the escort X-wings first they may have to suffer a round of HLC's to do it. A variation on this tactic I use to fight phantoms is to have the old vanguard opening to start but have the X's 2-turn in towards Dash and have Dash 3-turn in to the lead and barrel roll back to the edge. Have the X's follow Dash around the board edge with a range 1-1/2 gap between them. A little more obvious and not with out flaws but effective bait and switch when they expect you to do this for another turn, go to range three on the X's tails and you had Dash turn in to the middle and barrel roll back to cover the fighters as they K-turn the following round while Dash makes a get away into the rocks. If they are wise they will attempt to dive at your front though so be wily if this happens!

Meta-morphosis:

After everyone fielded so many interceptors against me the list had to change. I still wanted to play the YT-2400 at the least but against so many other Interceptors and Phantoms I could no longer afford the weaknesses I had gained. After quite a bit of brewing this list evolved from that madness.

"Push the LIMIT BREAKER"

>Eaden Vrill

>>Intelligence Agent

>Nera Dantels

>>Deadeye

>>Flechette Torpedo

>>Advanced Proton Torpedo

>>Munitions Failsafe

>>Fire Control System

>Roark Garnet

>>Moldy Crow

>>Ion Cannon Turret

>>Tactician

Total: 100pts

This was an absolute blast for me coming from a long Magic background. It's rebel control with a beef combo of heavy hitters. You fly them all together having them set up in a corner and Eaden taking point while Roark and Nera 2-turn in behind him. Just point your self right between the interceptors and invite them to kindly get too close from the side of their choosing. Roark spikes Nera up to PS12 to punch Phantoms in their ACD, if you catch my drift, or stick Turr Phennir with out his special ability, which will cause all kinds of problems for his action selection, and set them up for a shot out of Eadens suddenly relevant guns while Ion-ing and hopefully stressing some others too. Nera is the Big Stick and if you use her right she can KO a Soontir in potentially a single well planned turn with those Adv Protons right after stressing him with Flechettes and triggering FCS, or at the least make sure they have reason to stay away. Eaden can be your best blocking buddy ever with his large area of foresight with a barrel roll, and then get close to something else at the same time. After Nera marks a target with a little cloud of flechette chaff, Eadens guns can go up to 4 dice at range one as if he had HLC on the whole time. Your opponent will have to give serious thought to even K-turning into his range for fear of a faux Falcon firing back at them. It has a ton of interplay and relative simplicity but the list can fall apart quickly if any member of it is taken out. A lone Eaden in the end game is a sad Eaden. But the list did it's job swinging the meta for me back to some more vanilla days.

Meta-Morphosis 2; The Return of Dash Rendar:

Once the dust settled I went back to my old buddy Dash. I realized that I couldn't fly the one I had in the past for fear of reprisal of Whisper. But I also was now skilled enough with the ship I didn't need all the backup reactive movement and junk anyway. Thus The Outrider was equipped in it's most recent, and most streamlined form:

"Recon Runner"

>Dash Rendar

>>Lone Wolf

>>Recon Specialist

>>Outrider

>>Heavy Laser Cannons

53pts

Now here is a solid all rounder. A reactive move when you need it and a double focus when you're set to lay out the red laser carpet. And re-rolls galore as long as your away from your escort which is only enhanced by that pair of tokens. A focus for offense and a focus saved for defense and a re-roll per dice batch is a beautiful thing. Plus shaving 5pts off opens up a wealth of escort possibilities. Even after running it several times I still haven't settled on just who should tag along with this super sleek spy.

Meta-Morphosis 3: Back to the Future!

Looking forward I expect I'll have to come up with a efficient build using veteran instincts to compete at higher level tourney play so I have a chance of staring down all the new High PS S+V pilots, Han Solos, Whispers, and who knows what else. but maybe Dash can sit just fine at his humble pilot skill of seven. I'm dying to know what Flechette Cannon does to see what possibilities lie in that direction. At some point I really need to try Autoblasters on a Nimble Dash build and see how that does. Ion cannons turreted just didn't have the firepower to impress me when they took up so much of the lists cost. Well, until next time I feel I have anything worth the communities humble perusal, Fly casual! And get excited for Outriders! :D

Share your wacky YT-2400 builds and tactics here. Tell us about what gives you problems and what you do to solve them. Let's do our best to get an Outrider into the Worlds Finals next year!

I had the opportunity to play against Nimble Dash with his 2 X-wing buddies at my last tournament(But I think he was running one of the range 1 missiles in place of Kyle). I decided to go with something really easy and straight forward that day, so i ended up running 3 Bounty Hunters. I was caught off guard by the amount of maneuverability that thing has for being a big ship. I spent the first 2-3 turns focus firing on the X-wings, then spent the rest of the game chasing a super annoying Dash through an asteroid field. I got lucky as the first hull point I did against him was the "injured pilot" critical hit which crippled him and his shenanigans enough for me to finish him off.

Being able to throw 4 red dice in a 360 degree arc while ignoring asteroids is pretty scary, however I still fear Falcons more than Outriders at this point due to their tanky-ness.

I am not a fan of how the Outrider ignores the game's core rules of asteroids and firing arcs...but **** if I didn't want to try it :P

I've also never been a fan of lumping upgrades into one mega-ship of doom, because that seems like a horrible skew to be checked at the list building stage. That said,

Dash Render

*Push the Limit

*Heavy Laser

*Outrider

*Nyannyan what's-his-face AKA Mr. Green Straights

and 4 bandits

I like the maneuverability that Dashes ability plus the turret offers, and maneuverable (not necessarily fast) ships are something I greatly enjoy in this game. PTL mainly exists to get the TL + focus combo that basically seems essential for forcing damage through my dice, but having access to an on-card barrel-roll on a large ship is going to give plenty of opportunities for it to shine.

You mean the counter to the Terrifying Offspring of Fan Han, Whisper and Doom...

...is the interceptor?

I cannot fully express the joy this brings me.

Let's do our best to get an Outrider into the Worlds Finals next year!

I think that's a given unless Wave 6, 7 and the two epic/ace style packs butcher it.

Edited by TIE Pilot

I had the opportunity to play against Nimble Dash with his 2 X-wing buddies at my last tournament(But I think he was running one of the range 1 missiles in place of Kyle). I decided to go with something really easy and straight forward that day, so i ended up running 3 Bounty Hunters. I was caught off guard by the amount of maneuverability that thing has for being a big ship. I spent the first 2-3 turns focus firing on the X-wings, then spent the rest of the game chasing a super annoying Dash through an asteroid field. I got lucky as the first hull point I did against him was the "injured pilot" critical hit which crippled him and his shenanigans enough for me to finish him off.

Being able to throw 4 red dice in a 360 degree arc while ignoring asteroids is pretty scary, however I still fear Falcons more than Outriders at this point due to their tanky-ness.

Wow..That sounds awfully familiar...it didn't have to be at Epic Loot Games did it? o_O

It sure did. Lol. That's my FLGS. I take it you were the guy running it?

BROSEF! You were the super chill guy who let the game finish after I got cocky with my shenanigans and derped myself off the board! Awesome! I'll be at the Escalation with my buddy Saturday. Maybe we'll get to play again! :D

This time with out the terrible decision making/derp move on my part lol :<

Yeah. I'll be there. Still can't make up my mind on what I'm the hell I'm running

You mean the counter to the Terrifying Offspring of Fan Han, Whisper and Doom...

...is the interceptor?

I cannot fully express the joy this brings me.

This is one of those comments I desperately wish I could 'like' more than once! Though to be totally honest, YT-1300s are only scary with Gunner/Luke. Take that away and interceptors can make short work of them.

A few I'm going to try:

"A Dime, and Dash"

>Jan Ors

>Veteran Instincts

>Blaster Turret

>Kyle Katarn

>Engine Upgrade

>Moldy Crow

>Dash Rendar

>Push the Limit

>Heavy Laser Cannon

>Proton Rockets

>Nien Nunb

>Engine Upgrade

>Outrider

Typical Dash build, backed up by an expensive but shifty Jan Ors. Leftover points spent on a Proton Rocket in case Dash ends up facing something at range 1.

"Frontal Leebotomy"

>Leebo

>Determination

>Autoblaster

>Ion Pulse Missile

>Weapons Engineer

>Hull Upgrade

>Outrider

>Gold Squadron Pilot

>Ion Cannon Turret

>Gold Squadron Pilot

>Ion Cannon Turret

Flying saucer of un-dodgeable range one death. This build needs offensive boosts since the autoblaster shots really need to connect, so Predator + Chewbacca might be an alternative to Determination + Weapons Engineer. The Golds gum things up with the ICTs and give Leebo predictable targets. I've also tinkered with versions of this that use Prototypes for blocking instead of the Golds.

"Fringer Benefits"

>Wild Space Fringer

>Heavy Laser Cannon

>Navigator

>Engine Upgrade

>Wild Space Fringer

>Heavy Laser Cannon

>Navigator

>Engine Upgrade

>Bandit Squadron Pilot

This is probably the one I'm looking forward to trying the most, just because it's so weird. The idea would be to joust 1-2 turns with the HLCs, then break off with the help of Navigator/Boost, taking some parting shots with your primary weapon while you buy time to turn around and reset.

Edited by Gibarian