The biggest problem I'm having with the Dash/Chewie list is that the counter strategy seems easy: focus on Chewie, who will be easily blocked out of any actions when ioned. When he's gone, you just have Dash to worry about. What about downgrading Chewie to the ORS with APLs? Basically a play on the classic ORS Blocker build, but leaves you room for a Green Squadron for added support?
Experimental List - Leebo Crew Listcrafting
Leebo crew is made to go with Nien Nunb and PtL! Great, cheap, versatile combo. However, I would not put Lone Wolf on Dash for this reason: the donut hole. You'll want to keep the ships within Range 2 of eachother so that Chewbacca can attack the ships that sneak into Dash's blindspots. Otherwise, I'd give up the Outrider title in this situation and just use the directional HLC.
Until you fly against a Dash with the donuthole this may seem like a problem. I can assure you a ship will never be in the hole unless Dash allows him to be there. I know there are a few people who have the Wave 5 ships and some have played the builds on Vassal. I cant wait to see when the whole community gets a hold of this thing
Thats certainly good to hear, but I stand by my previous assessment until I see him beat Phantoms repeatedly. A Range 1 Blindspot is all that Whisper and especially Echo need to ruin your day.
Dash Rendar + Veteran Instincts + Heavy Laser Cannon + Outrider (49)
I have played this build out of Dash with a fat Gunner Chewy 8 times now winging 7 of them. The number of times I've been shot at from range 1 where Dash didn't have a shot at another ship is 0. Dash is very elusive and had to pin down at PS 9. Echo is nothing more then a Pineada while Dash is the stick. Echo will never be at range 1 of Dash because of the barrel roll, and that goes for most ships. Whisper is left with a very tuff choice, move first and let the YT-2400 see you before he goes or let the HLC shoot first while you have 2 defense dice.
Blocking Dash can prove to be very difficult as he never has to consider Astroids while setting a dial and is the only ship in the game that you need every single template in the game to move. I even had two games where Dash didn't even get shot at. The only real threat that I can think of for this lay out of Dash is a true swarm 6+ship builds.
So I played the list today, switching out Lone Wolf for Predator on Dash. I played four games, all of them quick, all of them victories. I was, however, quickly wishing that I had the 58 point Nimble Dash. Without boost, he became a lot more vulnerable. As for Chewy, having PTL, Leebo, and Nien Nunb was everything I hoped for. It's a potent build and one that I really liked. It was fun seeing some variety, and clearing two ion tokens and a stress taking a maneuver I wanted to take anyway was fun.
Overall, I highly recommend giving it a try. Is it better than the fat chewy build? No. But it's worth playing and having fun with all the same.
I know better than to disagree with a Sable build, but I would definitely drop Leebo and MF for the actual Engine upgrade. I love boosting, and I love arc dodging, so I think I would rely on that more and take more offensive actions.
I also really wish I could squeeze Recon Specialist onto an Outrider easier, but then we're pushing 53ish points...
I'm thinking of putting Leebo on Roark, with two Daggers with HLC and AdvSensors
I know better than to disagree with a Sable build, but I would definitely drop Leebo and MF for the actual Engine upgrade. I love boosting, and I love arc dodging, so I think I would rely on that more and take more offensive actions.
I also really wish I could squeeze Recon Specialist onto an Outrider easier, but then we're pushing 53ish points...
Interestingly, you are touching on the purpose of Leebo here. Leebo saves you two points. Nien Nunb costs one of those two points, but has added benefit of allowing 4 forward greens. If you want Recon Specialist, there is no hope if you keep Engine Upgrade. But, we can drop the MF title and drop Lone Wolf to VI on Dash. Now Dash is PS9 and is a seriously threat to Phantoms.
Dash Rendar (36)
Veteran Instincts (1)
Heavy Laser Cannon (7)
Recon Specialist (3)
Outrider (5)
Chewbacca (42)
Push the Limit (3)
"Leebo" (2)
Nien Nunb (1)
Total: 100
...Since the announcement, I have always thought it would be more cost effective to just take the HLC without the title and be as careful as possible. If it is working for people, then I'm all for it. Curious to see if it will stick around or if, as the meta matures, the titleless version will be more popular.
Okay, so on the theme of experimental Leebo lists and non-Outrider YT-2400s, I'm curious what people would think of a list like this, presented without further comment):
Dash Rendar (36)
Lone Wolf (2)
Autoblaster (5)
"Leebo" (2)
Tarn Mison (23)
R7 Astromech (2)
Prototype Pilot (17)
Chardaan Refit (-2)
Prototype Pilot (17)
Chardaan Refit (-2)
Total: 100
But....but...but...autoblaster.
...Since the announcement, I have always thought it would be more cost effective to just take the HLC without the title and be as careful as possible. If it is working for people, then I'm all for it. Curious to see if it will stick around or if, as the meta matures, the titleless version will be more popular.
Okay, so on the theme of experimental Leebo lists and non-Outrider YT-2400s, I'm curious what people would think of a list like this, presented without further comment):
Dash Rendar (36)
Lone Wolf (2)
Autoblaster (5)
"Leebo" (2)
Tarn Mison (23)
R7 Astromech (2)
Prototype Pilot (17)
Chardaan Refit (-2)
Prototype Pilot (17)
Chardaan Refit (-2)
Total: 100
It's a reverse donut hole!
What do you even call that?
A "bump"?
Edit. Duh. No title. So, at range 1 you have nice shots in your forward arc. I guess that's OK....
Edited by MajorJuggler
It's a reverse donut hole!
What do you even call that?
A "bump"?
Edit. Duh. No title. So, at range 1 you have nice shots in your forward arc. I guess that's OK....
Just, they're the edible kind of donut hole, when in reverse.
To reply to Sable's OP, the only real issue I see with the squad is after you accumulate 2x Ion tokens on Chewie via Leebo, your opponent is going to be able to block your 1-straight next turn, and you can't get any actions. But in theory you should be able to control when and where that happens, so you can't easily get blocked.
I'm confused. Why does it matter how Nien Numb works on Ion for Chewie/Leebo? Chewie flies a ship that has to be ioned twice to effect it, so having Leebo on it doesn't cause it to be stuck moving that 1 move anyway.
I'm confused. Why does it matter how Nien Numb works on Ion for Chewie/Leebo? Chewie flies a ship that has to be ioned twice to effect it, so having Leebo on it doesn't cause it to be stuck moving that 1 move anyway.
But ion tokens aren't cleared until you accumulate two and are forced to perform the 1-straight maneuver, so Nien comes in handy after half of your boosts (assuming you don't take ion tokens from your opponent, which would obviously increase the frequency of ionized movement).
I'm confused. Why does it matter how Nien Numb works on Ion for Chewie/Leebo? Chewie flies a ship that has to be ioned twice to effect it, so having Leebo on it doesn't cause it to be stuck moving that 1 move anyway.
But ion tokens aren't cleared until you accumulate two and are forced to perform the 1-straight maneuver, so Nien comes in handy after half of your boosts (assuming you don't take ion tokens from your opponent, which would obviously increase the frequency of ionized movement).
I thought all Ions are cleared at the end of your turn?
I'm confused. Why does it matter how Nien Numb works on Ion for Chewie/Leebo? Chewie flies a ship that has to be ioned twice to effect it, so having Leebo on it doesn't cause it to be stuck moving that 1 move anyway.
But ion tokens aren't cleared until you accumulate two and are forced to perform the 1-straight maneuver, so Nien comes in handy after half of your boosts (assuming you don't take ion tokens from your opponent, which would obviously increase the frequency of ionized movement).
I thought all Ions are cleared at the end of your turn?
All ion tokens are cleared when they are used, AKA when you perform a 1 straight because of them. Therefore, a Large Base ship retains a single ion token until he receives another, which causes him to perform a 1 straight and remove both of them. Otherwise, you are correct, you could receive 50 ion tokens in a turn, and they are all cleared next round when you perform a 1 straight, unlike stress tokens that are only cleared by green maneuvers and special abilities.
To reply to Sable's OP, the only real issue I see with the squad is after you accumulate 2x Ion tokens on Chewie via Leebo, your opponent is going to be able to block your 1-straight next turn, and you can't get any actions. But in theory you should be able to control when and where that happens, so you can't easily get blocked.
This isn't a huge problem I found. Because I can fire in any direction, I can boost to face away from them in such a way that they can't bump, or I accept it and it means one of the enemy ships can't shoot at me that round. It's all about planning ahead.