Experimental List - Nimble Dashing

By SableGryphon, in X-Wing

So, I've been tinkering on this list more and ran this tonight:

Dash Rendar (36)
Push the Limit (3)
Heavy Laser Cannon (7)
Han Solo (2)
Engine Upgrade (4)
Outrider (5)

Prototype Pilot (17)
Chardaan Refit (-2)

Jake Farrell (24)
Push the Limit (3)
Chardaan Refit (-2)
Predator (3)
A-Wing Test Pilot (0)

Total: 100

View in Yet Another Squad Builder

As with my previous attempt, Dash is here to go places the opponent can't predict. He's extremely wily, able to outfly basically anything lower PS than he is without issue. Even if he's stressed, being able to do a 2 forward (often onto and asteroid), then a boost and barrel roll gets him out of arcs reliably. With 4 attack dice at range 2-3 in all directions (with no range 3 bonus), Dash is a serious threat. Couple this with Han Solo, and you get consistent damage.

The Green Squad with Predator has been dropped to a Prototype. This is an excellent 15 points. It's hardy and takes a surprising amount of fire before it goes down. Plus, if they are going after it, they aren't shooting at the serious threats in the list. It's a great lure, blocker, and extra damage depending on how it's played.

Finally, I took Jake Farrell for a spin and he is everything I hoped for. He's the Rebel version of Soontir. Able to boost, barrel roll, and focus every round, he can arc dance with the best of them. Add in Predator and he effectively has permanent target lock.

Ran the list twice tonight. Once against an Echo list (Echo + VI + ACD + FCS, OGP + Tactician, Bounty Hunter + HLC) and once against a 4 ship rebel (Red Squad, Tarn + R7, Cracken + Cluster Missiles + Predator, Rebel Operative + Blaster Turret + Recon Specialist + Moldy Crow). It did well, but I found two weaknesses. PS, and Han Solo. The former was a minor issue. I think I should drop Predator on Jake in favor of VI, freeing up a couple points. Han Solo actually was a handicap for me. It meant that I TLed when I should have focused or just kept moving. I didn't use his ability much. As great as that card it, I don't think it works here.

Instead, I'm thinking the list should look something like this:

Dash Rendar (36)
Push the Limit (3)
Heavy Laser Cannon (7)
Kyle Katarn (3)
Engine Upgrade (4)
Outrider (5)

Prototype Pilot (17)
Chardaan Refit (-2)

Jake Farrell (24)
Push the Limit (3)
Chardaan Refit (-2)
Veteran Instincts (1)
A-Wing Test Pilot (0)

Total: 99

View in Yet Another Squad Builder

Jake now acts at PS9 (though I'm tempted to drop VI for Lone Wolf). Further, since I'm always clearing stress off Dash anyway, I might as well get the free focus out of it. On a 2 agility ship, this will certainly help. Now I can boost and barrel roll every turn for arc dancing without losing the ability to modify dice.

Thoughts?

Oh, the places you'll go!

Giving Jake Lone Wolf, you might drop the Prototype all the way in favour of a Bandit or Tala to hang near Dash as a flyswatter for range 1?

Oh, the places you'll go!

Giving Jake Lone Wolf, you might drop the Prototype all the way in favour of a Bandit or Tala to hang near Dash as a flyswatter for range 1?

I'm not sure I get any benefit out of dropping the Prototype. It's more durable and can boost, which is a great tradeoff for 3 points. Further, it's PS1, which is where I want it for blocking purposes. But, supposing I did, what would I put those points into?

I'm not sure I get any benefit out of dropping the Prototype. It's more durable and can boost, which is a great tradeoff for 3 points. Further, it's PS1, which is where I want it for blocking purposes. But, supposing I did, what would I put those points into?

Nowhere, after some more tinkering there's nothing I can think of that wouldn't drastically alter the way your list would handle.

Given that, though, is it best to Lone Wolf Jake? Won't he run into the prototype or Dash frequently?

I've been running the Kyle Limit Breaker version since Gen-Con and it's awesome. There are like three or four ways to build toward that end goal too so try them out. I started with Lone wolf Dash kitted out and two B-wings and that won it's first three games straight. Welcome to the new power house of the Rebel forces.

How easy is it to use Lone Wolf? Seems like its a little tricky.

I'm not sure I get any benefit out of dropping the Prototype. It's more durable and can boost, which is a great tradeoff for 3 points. Further, it's PS1, which is where I want it for blocking purposes. But, supposing I did, what would I put those points into?

Nowhere, after some more tinkering there's nothing I can think of that wouldn't drastically alter the way your list would handle.

Given that, though, is it best to Lone Wolf Jake? Won't he run into the prototype or Dash frequently?

Go ahead. I'm not trying to hone this particular list, I'm trying to hone the pieces to be used in other lists. I'm working on the viability of certain builds, to be used elsewhere. I'm not adverse to major modifications, or even just discussion of how to improve the build of certain ships here in a vacuum. :)

So, I ran the following version:

Dash Rendar (36)
Push the Limit (3)
Heavy Laser Cannon (7)
Kyle Katarn (3)
Engine Upgrade (4)
Outrider (5)

Prototype Pilot (17)
Chardaan Refit (-2)

Jake Farrell (24)
Push the Limit (3)
Chardaan Refit (-2)
Veteran Instincts (1)
A-Wing Test Pilot (0)

Total: 99

It was everything I hoped it could be. It certainly demonstrated the viability of the Dashceptor. You can move two forward, get a focus token when you clear stress, then boost and barrel roll. You can end up in spots your opponent can't shoot. It's quite effective. Add two nimble As and you have a list that's extremely hard to pin down. And you're throwing 4 dice plus focus plus no range 3 bonus at enemies in any direction from the YT.

This is, hooves down, the most fun I've had with this game in a long time.

Instead, I'm thinking the list should look something like this:

Dash Rendar (36)

Push the Limit (3)

Heavy Laser Cannon (7)

Kyle Katarn (3)

Engine Upgrade (4)

Outrider (5)

Prototype Pilot (17)

Chardaan Refit (-2)

Jake Farrell (24)

Push the Limit (3)

Chardaan Refit (-2)

Veteran Instincts (1)

A-Wing Test Pilot (0)

Total: 99

I 100% agree on Kyle Katarn crew with this Dash setup. It's really just begging for Kyle Crew, really - it's a free focus action every round after a green maneuver (provided stress the previous round), which is huge. If you only need to Barrel roll OR Boost, but not both, then you get 4 dice TL+F every round. On a turret. Yikes, and you thought Phantoms did a lot of damage...

I like Jake with outmaneuver. I feel that makes him punch harder. With the awing's dial and boost and BR if you can't get the outmaneuver bonus going 2/3 rounds, you might think about not playing awings. Let him finish what Dash starts.

SableGryphon, would you kindly stop posting these threads about experimental lists with Dash? You make me way too eager to play with him XD

My battle report for a tournament I was just in:

http://community.fantasyflightgames.com/index.php?/topic/120745-tiny-store-tournament-report-yt-2400-2-a-wings/

I like Jake with outmaneuver. I feel that makes him punch harder. With the awing's dial and boost and BR if you can't get the outmaneuver bonus going 2/3 rounds, you might think about not playing awings. Let him finish what Dash starts.

I find that VI works better for me, as I can shoot before and move after many important pilots. Further, if I went that route, I'd have to drop Kyle. It is certainly a nice idea and one I might pursue in other lists though.

SableGryphon, would you kindly stop posting these threads about experimental lists with Dash? You make me way too eager to play with him XD

No. ;)

I also highly recommend Nien for crew.

He's cheap and on a PTL Dash or Leebo he is very useful.

He gives you options that keep you at range for the HLC that may get you out of being blocked, or just out of multiple firing arcs that are proving to be the death of a YT-2400. The stress shedding four straight, followed up by a BR or boost gets you out of a lot of trouble.

Kyle is great on the Outrider build, there is no doubt; but Nien is no slacker here either. For one point he's a very good defensive option.

Edited by JFunk