Outer Fringe Farlander

By Ayleron, in X-Wing Squad Lists

Had allot of fun a little while ago using Keyan as an arc dodger and a fringer with hlc. At the time I had used Tarn as my third squadron member but he surprised me by dying to quickly. So I came up with this idea for a heavy blocker that can warn me about where the more slippery ship are thinking of going and soak enough damage to last long enough to prove useful. What do you think?

YT-1300: Outer Rim Smuggler (27)

Tactical Jammer (1)

Intelligence Agent (1)

YT-2400: Wild Space Fringer (30)

Heavy Laser Cannon (7)

B-WING: ยท Keyan Farlander (29)

Veteran Instincts (1)

Advanced Sensors (3)

I just dont think the Outer Rim Smuggler brings enough to the table. Best case scenario, you're throwing out 11 red dice, that's just not very much. A typical 3 ship list can put out 12 dice if all 3 are in range 1.

The other night I ran:

36: Farlander w/ Stay on Target, Advanced Sensors, E2, Intel Agent

40: Wild Space Fringer w/ HLC, Recon Specialist

12: Bandit

12: Bandit

Conceptually similar to your list with Farlander, HLC Fringer, and an intelligence agent. But the 2 bandits free up a lot of points to allow the other two ships to focus more on what they do while offering more damage potential than your ORS. A recon specialist gives the Fringer more efficiency and allows him to operate as the long range threat.

With SoT on Farlander, I can ensure that I ALWAYS have a stress on Farlander and that, combined with the Intelagent, also allows him an opportunity to outmaneuver higher PS ships.

I played super Dash and Jan. I was able to dispatch Jan pretty quickly with Farlander and an HLC shot, but super Dash one-shotted a bandit on the opening engagement. That was his highwater mark though, as he spent the rest of the game getting blocked by my remaining bandit while Farlander hung out inside the donut of safety stabbing away, and the Fringer traded blows with Dash until he was dead.

I had not thought about that not being enough dice being thrown at muy opponent. I assume swapping the handset for posit lazers would still not be enough?

The other night I ran:

36: Farlander w/ Stay on Target, Advanced Sensors, E2, Intel Agent

40: Wild Space Fringer w/ HLC, Recon Specialist

12: Bandit

12: Bandit

That list is pretty close to what I run. The two bandits are nice because they serve many roles for me. Bait, blocker, the surprising 3 attack dice at range 1 ship finisher. I have been pretty happy with its capabilities.

The other night I ran:

36: Farlander w/ Stay on Target, Advanced Sensors, E2, Intel Agent

40: Wild Space Fringer w/ HLC, Recon Specialist

12: Bandit

12: Bandit

That list is pretty close to what I run. The two bandits are nice because they serve many roles for me. Bait, blocker, the surprising 3 attack dice at range 1 ship finisher. I have been pretty happy with its capabilities.

Bandits are always great. I've yet to be disappointed by them. They're so low on the priority list that their measly 2 attack tends to add up by game's end. And with 3-Ks and 2 speed greens, they can get back into the fight and into range 1 pretty easily.

What about this...

Keyan Farlander - 29pt

- Stay on Target - 2pt

- Advanced Sensors - 3pt

- B-Wing/E2 - 1pt

- Intelligence Agent - 1pt

Wild Space Fringer - 30pt

- Outrider - 5pt

- Recon Specialist - 3pt

- Heavy Laser Cannon - 7pt

Roark Garnet - 19pt

100pt