Fringer blocker...thoughts?

By wurms, in X-Wing Squad Lists

I've read about Fringer + Intel Agent + APL being a good blocker but expensive for what it does aka fun but not competitive. Bump and maybe get 1 dmg. Where as the bumpmaster scout is a few pts cheaper at 30pts, and comes with feedback array.

So, I wanted to make the Fringer a viable rebel bumpmaster by denying action and doing legit damage.

Fringer + Autoblaster Cannon + Zeb + APL = 38pts

The fringer can block, and Zeb lets him do instant dmg to anyone in his range 1 arc, even the one he bumped. Has potential to erase 3-4hp aces like Whisper, Soontir etc in one go (APL bump + 3 hits from autoblaster) without them defending. He still has his 2 PWT for side bumps, etc. Zeb lets them fire back, but bumping them means naked 3 or 4 red die versus my 3 die autoblaster possible focused attack. I will gladly trade Fringer 2 or 3 hp for Soontir/Whisper 2 or 3 hp anyday.

Now, I know what you are thinking, "38pts!?!?!?" I can get a Lothal + FCS + Hera + Chopper for that price! Or regen Poe, Miranda + C3PO. But the Fringer has THAT dial and a barrell roll. What blocks better then a large base with a hard 1 and barrell roll? Blocking is HUGE right now and Rebels need a legit blocker. The fringer blocking those scouts so they cant get missiles off or do their sloops or blocking aces so rebel muscle can tear them down.

Trouble Im having is finding the list to fly with the Fringer (since it does cost a bit). Super Dash is tempting but I only have one YT2400.

3x crack A-wings? 20pts each. Crack can get by the natural evades after a bump.

or

Jake, 32pts (with Adapt not VI), and Gemmer, 30pts, loaded out with Prockets? Prockets on a tokenless defender is drool worthy.

or

2x blue squad + fcs

tala

or maybe

Lothal + FCS + Hera + Chopper

blue squad + fcs

Last one has a ton of HP (34 in total) and lots red dice after blocks.

Am I wasting my time with a 38pt blocker? Or is something here? Will give it go once I find a decent squad to run with it.

3x Fringer + Intel Agent + APL. Play nothing else. Lose all your friends. :P

I regularly run Vrill with APL and Int. Agent but also an HLC so that he can pound ships on his way in or still be a serious damage dealer if the enemy list isn't weak to blocking.

Why not Ion projectors. Makes them keep bumping you. Until they die or don't get hit by the Ion Projector. Same points. Granted the extra damage goes away.

Why not Ion projectors. Makes them keep bumping you. Until they die or don't get hit by the Ion Projector. Same points. Granted the extra damage goes away.

I think that will depend on initiative. If you have initiative a ship that bumps you will be assigned ion tokens before they clear ion tokens.

Fringer + Autoblaster Cannon + Zeb + APL = 38pts

The fringer can block, and Zeb lets him do instant dmg to anyone in his range 1 arc, even the one he bumped. Has potential to erase 3-4hp aces like Whisper, Soontir etc in one go (APL bump + 3 hits from autoblaster) without them defending. He still has his 2 PWT for side bumps, etc. Zeb lets them fire back, but bumping them means naked 3 or 4 red die versus my 3 die autoblaster possible focused attack. I will gladly trade Fringer 2 or 3 hp for Soontir/Whisper 2 or 3 hp anyday.

I might be misreading what you wrote, Zeb doesn't permit attacks against (or from) ships that are not in your arc and are touching.

Why not Ion projectors. Makes them keep bumping you. Until they die or don't get hit by the Ion Projector. Same points. Granted the extra damage goes away.

I think that will depend on initiative. If you have initiative a ship that bumps you will be assigned ion tokens before they clear ion tokens.

That's not the way it works. If you drop Ion bombs on a ship they don't count as Ionized until the next turn.

So they bump. Get Ionized, next turn the move one straight,bump again and get Ionized again. So next turn they have to move 1 forward again and have a chance to get Ionized again.

I like the idea so much that I'm trying a decimator blocker with oicunn+expert handling.

Why not Ion projectors. Makes them keep bumping you. Until they die or don't get hit by the Ion Projector. Same points. Granted the extra damage goes away.

I think that will depend on initiative. If you have initiative a ship that bumps you will be assigned ion tokens before they clear ion tokens.

That's not the way it works. If you drop Ion bombs on a ship they don't count as Ionized until the next turn.

So they bump. Get Ionized, next turn the move one straight,bump again and get Ionized again. So next turn they have to move 1 forward again and have a chance to get Ionized again.

When you clear ion tokens, you don't clear only the amount it took to ionize you, or only tokens you had at the start of the round, you clear all tokens. Even tokens that you've received between executing a one straight and clearing your ion tokens.

An ionized ship does its mandatory one forward and bumps a ship with Ion Projectors. There are then two "after executing a maneuver" effects that need to be resolved. One is from the ion tokens, the other is from the Ion Projector. Each player now has an effect to resolve in the same timing. The order that players resolve their effects when they share the same timing is based on initiative.

If the ionized player has initiative, all ion tokens will be removed first and then the player with Ion Projectors will roll. On a hit or a crit, they assign an ion token to the ship that bumped them.

If the player with ion projectors has initiative, they roll a red die and on a hit or a crit assign an ion token to the ship that bumped them. Then, the ship that was ionized removes all ion tokens.

pic1424438_md.png

Ion_projector-1.jpg

I used to run the WSF w/ APL and IA x2. I tried many other ships with this but I found that a loaded Jake w/ Prockets was the best. It's not tier 1 but I beat some good players with some good list. It's true that Bumpmasters are just better/cheaper.

On your idea of ABC. I ran that with Dash VI and it was lots of fun. Didn't play it enough to find best filler for the rest of the points.

Try:

Dash

VI

ABC

Zeb

A-Wing x2

Crack

Adapt

Test pilot

Refit

AT

A-Wing

Refit

The 15 pt A is just to run out front of Dash as a blocker. It has a built in 2pt bid for Dash to move last shoot first. Let me know how it goes.

Update on my fringer blocker builds from last couple weeks:

Match One:

Fringer + ABC + Zeb + ION

Biggs + R4-D6

Wedge + Proton Torps + R2 astro + Expert Handling + Chips

vs

Ello Atsy w/R2D2

Fat Han

Fringer blocked Ello early Ion'd him. Wedge sent a torp but only did 2 dmg (went through an asteroid). Biggs did 1 dmg. Fringer autoblasted for two more. Ello left with 1hp. Unfortunately, a rock was in front of Wedge and Biggs next turn so I had to turn away as only option, BAH! Fringer stayed put, missed the ION roll this time. Fringer rolls naked reds and get two blanks and a crit. HA! Ello evades. Han does some dmg to Biggs. Next couple rounds Wedge and Biggs chasing Ello, firing on his regening arse while Fringer blcoks Hans path every round, frustrating opponent (love me those hard ones with a barrell roll!!), keeping Han from closing in on Wedge. Game comes down to Wedge with 1hp and Han with 1 HP. Han gets out of Wedges arc and finishes him off. Close game. Fringer worked great, I was happy.

Match Two:

I used the same Fringer, Wedge, Biggs, but this time I added APL. From the battle with Han, I wanted more dmg. One APL hit would have won it for me.

vs

mindlinked Brobots B&C

This game was quick. Fringer blocked B. Wedge torped him for 3 dmg. Biggs got 1, Fringer autoblasted for 3dmg. Ouch. Wedge finished finished that bro next round. Wedge did work this game. His ability hurts brobots big time, especially when Fringer blocks them! Wedge and Fringer lived. Bros dead. Woo!

Match three:

Same squad

vs

same opponent, only swapped out one Brobot for Manaroo and Ndru

Sent my fringer straight for Ndru to melt him down. Ndru ran like a little girl, playing decoy? Opponent felt the wrath of fringer last game and was more patient this time, keeping distance. Wedge and Biggs fired on Brobot. Brobot and Manaroo took Biggs fast. Ndru had two HP left. Fringer gets an ABC shot. to blanks and a crit. ARGH! Next round bumps Ndru. APL misses. ARGH! Next round bump Brobot, APL misses. argh! Autoblaster Brobot. three blanks! Argh! Argh! Argh!

My fringer got 5 bumps this game, APL missed all five times. Two autoblaster shots. 5 blanks and 1 crit rolled total. HAHA! So yeah, I lost this game. Total red dice fault. Yeah thats it :P

Match Four:

Eaden Vrill + Autoblaster Cannon + Zeb crew + APL

3x Chihuahuas

Vrill acts as blockers for Awings (and ten HP to chew through), and they can get in range 1 and unload cracks. Blocking someone in arc, lets Eaden get unblockable damage with autoblaster cannon, great for aces and high agi ships. PTL shenanigans, Kturns, or Overclocked R4, etc. lets Vrill have a 3 PWT (4 die at range 1).

I went up against Manaroo, Brobot B again but this time opponent changed out Ndru with Kaato, all with mindlink. Flew Vrill up front with Awings behind, banked into Brobot head on. First round of action brobot did 2dmg to Vrill, Awings out of range. Manroo fired a plasma and got the rest of the shields. I then positioned all my Awings to block ANY move of Brobot. Vrill got the block (out of arc) but the brobot landed on an asteroid and took a dmg. All my Awings were range 1 of Brobot. He did not survive that round. 9 dice, 7 dmg, only had to use one crack. Bye bye brobot. Manaroo and Kaato finished off Vrill. Manaroo now out of plasmas. From then on Manaroo didnt do much, Awings blocked him or were out of arc and autothrusters did their job. Kaato got destroyed using my last crack. Game time ended. Manaroo down to 4 hull left, two Awings still full hp, one had 1 hull left.

Fringer didnt do anything with ABC, 5pts well spent, haha. But his block on brobot was game changer, and his ten hull ate both of Manaroos torps, helping Awings secure a victory.

Match Five:

Eaden Vrill + Autoblaster Cannon + Zeb crew + ION Proj.

Chopper + Ion Cannon + FCS + Hera + Tactician

Tala

vs

Whisper w/ Rebel Captive

Bob Fett Vi Engine thermal dets

So, I went control list here with Chopper, Ion Cannon, and Tactician. And going back to Ion Proj on Vrill. I sent my crew straight for Boba. Ghost and Tala get some nice dmg on Boba. Whisper takes two rounds taking out my Tala as he has to dodge Vrill, so only arc he has is on Tala. Whisper takes on Tala in 2nd round of action but ends up in range 2 of Ghost. I miss with Ion Cannon, but tactican stresses him. This keeps Whisper out of action for the next THREE rounds, as Boba is heading the other direction and Whisper has to clear stress, then turn around. This gives me ample time to finish Boba off. Fringer untouched, Ghost down to 7 hull left. Ghost charges in for whisper while Fringer takes a couple turns to turn around and get back into fight. Whisper gets and range 1 shot on Ghost. Ghost has 2 hull left. This is where Vrill pays off. Whisper lands range 1 of Vrill. So instead of turtling up, he has to barrell roll out of ABC arc. This puts him at range two of Chopper. I fire the Ion Cannon. 3 hits. Whisper rolls 2 evades and 2 blanks. I GOT HIM! Ion'd and stressed! Next turn is chopper unloading 4 red dice, and Vrill unloading 4 red dice at range 1 since Whisper is stressed. Game over!

Thoughts so far:

Its working as planned. Even if ABC doesnt fire, people fly way differently. Whisper was fearing the fringer all game, not wanting to bump or get in arc, so he kept his distance and wasnt in the fight much until Boba died. I liked the Biggs and Wedge combo cause the fringer could block opponents in arc, firing ABC, but they have to fire at Biggs instead! muahaha. But after Biggs is dropped, Wedge doesnt last too long. Then its a 2PWT left. Chihuahuas worked and Im gonna try them again this week, as well as Chops control list. I know Im not playing against Meta lists, but I am having fun and winning :P

Match Six:

Eaden Vrill + Autoblaster Cannon + Zeb crew + APL

3x Chihuahuas

vs
Palob, Gand Findsman, Serrisu, Black Sun Ace all mindlinked
This match was a quickie. I bolted forward with Vrill and got two blocks on Findsman and Palob. My Awings made short work of Palob. I stayed put with Fringer, and blocked any direction with his Findsman with my Awings. He tried a kturn, not happening. Also blocked Serrisu. Awings made quick work of Black Sun Ace this round. Next couple rounds was Findsman being taken down. Another block with Vrill. Awings finished him off. Serrisu was quick work after that. APL went 5 for 5 this match.
Match Seven:

Eaden Vrill + Autoblaster Cannon + Zeb crew + APL

3x Chihuahuas

vs
26 pt OL + stealth
31pt Inquisitor + prockets
Ryad + x7 + juke + stealth
Started on opposite corners. First few rounds was positioning in asteroids. I dialed a 3 banked and barrell rolled. Awings 4/5 straight. Vrill got the block on OL in arc. APL took out his shield. Inquisitor also in arc. They attack my awings and takes a couple damage. Awings light up OL, he is gone. Autoblaster takes two shields from Inquisitor. Next round I block inquisitor, awings and crack finish him off. Next couple rounds are chasing Ryad down. Vrill is ahead of her, blocking the kturns, forcing her to 3 hard right for no shot. Awings pick off little by little. Ends with Vrill autoblasting her as she lands range 1 in arc.
Match Eight:
Rematch from above
My opponent learned Vrill and autoblaster is no joke. He takes more precaution this time around. I leap over debris cloud with Vrill and land range 1 of OL. Awings fire using 1 crack, Vrill finishes him with autoblaster. Next round is where I screwed everything up. Vrill's base was completely covering a debris cloud and I forgot about it. I kturned an awing right on top of it, UGH! Double stressed, that Awing cant recoup and dies a couple rounds later from Ryad. I try to block inquisitor, he hard 1s the opposite direction, just barely getting arc on Vrill and lights him up with prockets. All shields gone on Vrill. My awings concentrate on Ryad. I waste my last two cracks to do one damage and drop her stealth device. Inquisitor goes after Vrill putting another 3dmg in him. Vrill is in a bad spot facing the wrong direction. I spend a couple rounds turning him around, but inquisitor finishes him off. Its now two hurt awings vs hurt Inquisitor and hurt Ryad. I lose another Awing and decide to call it. Couldnt get much blocking this game, and stressing my awings makes them easy pickings.
Thoughts:
My autothrusters are not kicking in as I always try to get range 1 with my Awings for that extra die. Then again, I havent been playing against many turrets and when I do I know I will wish I had them. I may try a couple games without them, drop Vrill back down to Fringer, then that leaves me with 9 pts, enough for all three Awings to get Predator. Loving the 3 Chihuahua list so far though. You have to fly it just right, cause you have strength in numbers. I lose when Im too aggressive with Vrill and he goes down early. Blocks are essential and when you dont get blocks, Awings are gonna have a tough time getting dmg through. Still working on my crackshot timing. Ive been using them ASAP whenever I can get a dmg through, but Awings are tough buggers, and maybe I should wait a bit longer if I can, to force a crit through? I just dont want to lose an Awing and it still has a crackshot. That would make me very upset.