First of all, this is a cool sounding squad. Wild Fringers and Bandits. Highwaymen.
38: Fringer, Heavy Laser Cannon, Intelligence Agent
38: Fringer, HLC, IA
12: Bandit
12: Bandit
I've played dash and corran a bit, but want to try something else. So I tried the above tonight.
I played against 2x Gamma Bombers w/ seismics and concussion missiles; oicunn w/ Dauntless, Fleet Officer, proton bombs, and determination.
My asteroids and deployment were really sloppy. I'm not confident with maneuvering big ships--much less two of them! I went for a tight cluster of asteroids center-table and so did my opponent... which is never good. In hindsight, a loose cluster towards my opponent's half would be best.
I deployed with my Zs in mid-table as my left flank and the two 2400s on the right, against the edge. I figured I'd barrel roll my HLC fringers through the asteroids if my opponent deployed to my left, or joust head-on if they deployed on the right.
My error became clear on the first engagement where I had one fringer land on an asteroid and take both focused concussions and a decimator shot. He survived with 2 hull.
After that I cleaned up my play and managed to never hit an asteroid again, despite coming within a fraction of an inch on many occasions.
Regardless, the severely wounded YT limped a path through the asteroids tossing turret shots at bombers while the other YT and Zs focused on the Dauntless.
I offered up one bump for damage for a lot of range 1 shots. The decimator kept pouring range 1 focus fire into the healthy YT but 2 agility and 10 HPs last longer than 0 agility and 16 HPs.
The decimator was destroyed on the same turn as a bomber, and that left me with two wounded YTs and two almost healthy Zs (one got head-butted by the Dauntless) to finish off a half-dead bomber...
Result: 100-0
Impressions:
-Heavy laser fringers are cool! Their dial and threat radius is intimadating. The safest place to hide from an HLC is in range 1, where their "paltry" 3 red dice take over.
-Intelligence Agent should be cool. With the amazing dial of the 2400, and barrel roll, and foresight, you should be able to set up amazing blocks. I set up a few, but I forgot about IAs 100% of the time. Not in a after-the-battle-oops-I-forgot, sort of a way...more of a turn-by-turn "dammit I forgot that!" cycle of foolishness.
-2 Zs fit in great! These cute little guys are hard to be disappointed by, especially in this list. The combined firepower of the bandits did more damage to the Dauntless than either disc, yet the YTs were the ones getting shot at.
-Very consistent firepower. In a straight joust my list offers 4+4+2+2=12 red dice at range 2-3 and 3+3+3+3=12 at range 1. Consistent dice every turn offers a reliable rate of attrition.
Needs to improve:
-asteroid placement. I should be creating a tight cluster on one side of my opponents deployment to encourage them to joust on the clear side.
-Deployment. I shold deploy the YTs in the center of my deployment since their maneuverability allows them to better react to my opponent
-Large base movement. I had a number of skin-of-my-teeth asteroid dodges which tells me I'm doing something wrong. It should've never been that close to begin with. That dial(without PTL) is so liberating. As close as those calls were, I'm just glad I had 1-3 turns to choose from or I would've been on asteroids all night.
Critiques on the list and tactics welcome, as well a constructive criticism. Thanks for reading!