SpikeSpiegel 2,077 Posted April 3, 2015 Here's a list I brewed up during the agonizing time spent at the DMV: Wes Janson (29) Veteran Instincts (1) R3-A2 (2) Wild Space Fringer (30) Mangler Cannon (4) x2 (68) Total: 100 We have Wes Janson's standard Stress Janson load out, but instead of being accompanied by a swarm of Z's or two more X-Wing Amigos, he's going hunting with a pair of Mangler Fringers. Why Fringers, you may ask? They are 10 HP, 2 Agility, barrel-rolling, large base ships armed with a Mangler. The goal of the list is to use them as potential blockers or disrupters, but having them hound on the enemy with Manglers once they get on the bead of them. Wes is there as a support ship, boosting the Fringer's offensive capabilities by stressing and stripping tokens from an enemy ship that will most likely be chomped up by the Fringers. The Fringers also still have access to their 2-dice turrets that comes in handy against BBBBZ and Decimators when they aren't pointed at them, and barrel rolling on a large base is insane for repositioning and disrupting enemy movement. I feel like 2agility and barrel rolling will keep Wes' Hounds alive much longer than taking a pack of Z's that'll be picked off in the first few rounds of fire, whereas the YTs will have awesome movement plans with their dials and repositioning ability. Wes just rounds up the list by softening up the opposition, so I wouldn't be surprised if the enemy will point their guns at him first before dealing with the YTs. What do you guys think? I'm open to any feedback! 1 Blail Blerg reacted to this Quote Share this post Link to post Share on other sites
CaptainSebastian 30 Posted April 3, 2015 As someone who is trying to make dual Lambdas work, go for it! I think the biggest thing here is we can see it on paper but you have to get used to it. I think it will be unique to play the WSF as arc-firing ships with an, essentially, "secondary turret" weapon. The only thing I could think I would like is an engine upgrade on Wes to ensure he could use his stress bot (against phantoms...which is what I assume this is here for). However, maybe your anticipation is good enough to figure out where he could be. All you have to do is get the phantom once then your WSF will destroy. Not sure how many engine upgrades have on hand but... Wild Space Fringer x2 -Mangler Cannon -Engine Upgrade Airen Cracken -Veteran Instincts -Engine Upgrade Engine upgrades to get into position (since you want to shoot front arc). Airen Craken provides additional shots...but he also lets the WSF do an extra action. A focus and a target lock could help do more damage...especially when having to use a turret. Just some thoughts....but test out your list and let us know how it works out. Could be more helpful to know your play style. Quote Share this post Link to post Share on other sites
ficklegreendice 34,359 Posted April 3, 2015 Wes is gonna die that's my experience with him in a nutshell. Even after going H.A.M on absolutely neutering enemies down to no actions or modifications whatsoever, the ****** still gets blown apart by some bull unmodified dice roll. I can't justify him anymore without Biggs and have just turned to Luke for my Stress Wings because he lasts longer. you could try Wes (V.I, R3-A2) [32] Crackmeister (V.I) [20] Biggs (R4-6) [26] Blue Squadron [22] Quote Share this post Link to post Share on other sites
Biophysical 15,515 Posted April 3, 2015 If you dropped to Luke (same build otherwise) you could add an Intelligence Agent to a Fringer, to be the best blocker ever. Quote Share this post Link to post Share on other sites
Paulochromis 17 Posted April 4, 2015 I think the correct epithet for a Mangler Cannon Wild Space Fringer is a "Mingler" 1 Deepspace5 reacted to this Quote Share this post Link to post Share on other sites