The Outrider Title

By Corellian Corvette, in X-Wing

I didn't think it would be this popular, virtually every Dash/Lebo build has it. Why?

I think it is a waste of 5 points, I like the idea of having a little challenge of trying to keep people in my forward arc, and still having a turret if I fail. Then again, I plan on running Lebo with a Chewie or Green Squadron Swarm, so maybe that is just me trying to squeeze and slim down everything.

I think it's because it's pretty easy to keep ships out of your donut and throw 4 attack dice at them. 5 points is a small price to pay for that if you're already invested in an HLC.

Like you say, if you want more of a challenge, don't use it. But you're consciously choosing a squad that's harder to run, so don't be surprised if it's not as popular.

It's really good is why. Why do people fly other TIE's next to Howlrunner?

Yeah it's expensive, but I think it can be worth it, and fun to fly. I like to use it on the generic so I have more points to use for other things :)

I really believe that it's not needed for every build. I run HLC on most 2400 builds but Outrider only if i think it's worth it to lose your primary and if i run a squad that can prevent the enemy from exploiting "the donut".

For instance i like Dash without Outrider because he is very maneuvrable and still benefits a lot from the HLC even without it, and does not get weakened by not being able to fight at range 1

There's no mystery, it's easy to use and it's pretty strong.

I'm with you, Corvellian.

I would rather have an HLC in a primary weapon, and have a 2 die attack as a halo, with having 3 dice at Range 1, than have absolutely nothing for Range 1.

Until we get a better cannon to Turret (I'm looking at you, Flechette!) I will be sidelining this for everyone except for Dash (who is the only one that has enough mobility to stay out of arc, and enough pilot skill to keep it that way).

4 dice at range 3 in a 360 arc. How can it not be popular.

The only thing you need is something to follow it and shoot at all the ships trying to get within range 1. Or you could put in sabatour and start flipping face down cards face up when they are at range 1.

having 360 firing arc basically means you'll always have a shot. It's a stupid good trait that no cost can accurately translate onto a ship in a game based mostly on maneuvering. Attaching four attack dice to it that ignore the +1 green modifier is just easy money.

The Range 1 doughnut hole just keeps it more or less sane, but it's not difficult to deter since a) you know where the enemy wants to go b) what are obstructions? and c) you'll probably have at least 1 other ship with you to help Dash out

Now I'd love to try a non-title build, but it certainly wouldn't be with Dash specifically because his ability makes Outrider way too easy to abuse. Probably predator/ptl leebo with a recon officer/kyle (47)?

Edited by ficklegreendice

or as some astute person pointed out... you could drop the Engine for Countermeasures and add Proton rockets for a 5 dice TL F R1 attack too. Just hilarious.

Now my question is has anyone experimented with Doughnut Hole Dash (Rendar+autoblaster turret)? I feel like getting aggressive with those barrel rolls might be fairly interesting of a way to go since they can't dodge my shots, maybe with predator for rerolls.

Hmm...

Wild Space Fringer // Anti-Pursuit Lasers / Outrider / Autoblaster / Chewbacca?

Get in their face, blast anyone who doesn't bump you?

Now my question is has anyone experimented with Doughnut Hole Dash (Rendar+autoblaster turret)? I feel like getting aggressive with those barrel rolls might be fairly interesting of a way to go since they can't dodge my shots, maybe with predator for rerolls.

I ran Dash with engine upgrade, push the limit, Outrider, autoblaster, and Kyle.

That combination makes it pretty easy to stay in range 1 of things, but I found the damage output to be lower than desired. This was before the last FAQ change to autoblaster, so it might be slightly better now.

It is pretty awesome though to do a 4 forward on turn one, boost, and barrel roll to get that range 1 shot right of the bat.

I'm with you, Corvellian.

I would rather have an HLC in a primary weapon, and have a 2 die attack as a halo, with having 3 dice at Range 1, than have absolutely nothing for Range 1.

Until we get a better cannon to Turret (I'm looking at you, Flechette!) I will be sidelining this for everyone except for Dash (who is the only one that has enough mobility to stay out of arc, and enough pilot skill to keep it that way).

Absolutely. We need a 3 attack dice turret for range 1-3 with an additional Stress effect. Flechette cannon perhaps... But i think it might be range 1-2 only. But if we get that i see double YT-2400 with outrider coming up big! You take it on dash or Leebo, then put a cheap Vrill into the list. Cheapie YT combo with all 3AD turret fun!

I'm with you, Corvellian.

I would rather have an HLC in a primary weapon, and have a 2 die attack as a halo, with having 3 dice at Range 1, than have absolutely nothing for Range 1.

Until we get a better cannon to Turret (I'm looking at you, Flechette!) I will be sidelining this for everyone except for Dash (who is the only one that has enough mobility to stay out of arc, and enough pilot skill to keep it that way).

Absolutely. We need a 3 attack dice turret for range 1-3 with an additional Stress effect. Flechette cannon perhaps... But i think it might be range 1-2 only. But if we get that i see double YT-2400 with outrider coming up big! You take it on dash or Leebo, then put a cheap Vrill into the list. Cheapie YT combo with all 3AD turret fun!

I'd guess range 1-3. The text looks almost identical to ion cannon, including that it deals one damage and a stress token.

I'm with you, Corvellian.

I would rather have an HLC in a primary weapon, and have a 2 die attack as a halo, with having 3 dice at Range 1, than have absolutely nothing for Range 1.

Until we get a better cannon to Turret (I'm looking at you, Flechette!) I will be sidelining this for everyone except for Dash (who is the only one that has enough mobility to stay out of arc, and enough pilot skill to keep it that way).

Absolutely. We need a 3 attack dice turret for range 1-3 with an additional Stress effect. Flechette cannon perhaps... But i think it might be range 1-2 only. But if we get that i see double YT-2400 with outrider coming up big! You take it on dash or Leebo, then put a cheap Vrill into the list. Cheapie YT combo with all 3AD turret fun!
Edited by AlexW

Outrider all the way. To those who say it's wasting points, I say not using it (but still using HLC) is wasting the turret mount that the 2400 has to pay for.

I'm left wondering how many people who say Outrider isn't worth it have actually useda or faced the Outrider, and how many have just read its spoiler article. Having a 360 turret fundamentally changes how you fly. If you a front-mounted HLC then suddenly you have to worry about your arc. The number of maneuver options that arcdodge yet still give you your HLC shot collapse dramatically. By not equipping Outrider, two things you're paying a lot of points for (Turret and Heavy Laser Cannon) start working against each other and the turret is reduced to little more than a weak semi-insurance. To make that HLC pay off you need to catch ships in your forward arc, which means your turreted Outrider starts flying like an arced ship. It's both less effective in my view and less fun: an HLC turretship that dances like an interceptor is a pretty unique experience in X-wing.

If you want a front-facing durable HLC, take a B-wing. The donut hole is only really vunerable to elite TIE interceptors which laugh in the face of your two dice non-Outrider attack anyway. Anything else is easily dodged by boosting and barrel rolling.

Edited by TIE Pilot