SableGryphon posted a YT-2400 list earlier today (I recommend reading the thread if you haven't had a chance to yet), and Osoroshii made a comment that I found interesting.
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.
And so I got to thinking, "how big is that donut hole, really?" And then I realized I could answer my own question. And I made this image.
The above image shows the superimposed firing arcs of a YT-2400 + HLC + Outrider after it has performed any maneuver on its dial, but before it has barrel rolled or boosted. The ship final ship positions have been removed for visual clutter purposes. This diagram assumes no blocking or other shenanigans. The lighter red band is Range 2, darker red is Range 3. Every move is given equal weight, so the more transparent an area is, the fewer the final positions that have arcs overlapping that area.
You can think of this as being the "danger zone" of the YT-2400 in the pictured position before it moves: if your maneuver lands you inside the red area, there's a good chance you'll be shot at.

...Anyways.
What we can learn from this is as follows:
- The YT-2400 dial does not erase the blind spot. A ship that lands with any part of it inside the completely clear stripe in front of the craft will not be a viable target, no matter what maneuver the YT-2400 has chosen. (Don't forget: this does not take into account the barrel roll.)
- The blind spot is in prime blocking territory. Somewhat less good news, I guess-- if the blind spot could be consistently occupied by a ship that can shoot without return fire, it would be great news for low and high PS pilots alike.
- The blind spot is smaller than you might initially think. Compared to the actual area that the YT-2400 can cover with its turret, that donut hole is in fact tiny. Considering that the YT-2400 has one of the most complete dials to date, the simple truth is that against a good flier, you're not going to land in it every time with a lot of the ships out there.
- The blind spot is larger than you might initially think. This diagram is misleading from the perspective that the true blind spot is the full Range 1 band around its final position; this diagram considers all final positions equally probable, so it shows them simultaneously. Ships that can modify their final positions with boost/barrel roll/decloak are going to be safer, as long as they can move after the YT-2400. This diagram is really more useful for the planning phase, and with ships that do not have movement-related actions.
- As a YT-2400 player: You should play expecting your opponent to know about the blind spot and try to compensate accordingly. E.g., fly Dash so that, as much as possible, asteroids end up in that blind spot. Deny the position that your enemies will want to take advantage of. 1 Forward forces a collision if they hit the spot just right, which is better than being shot at. Also, barrel rolls and boosts are going to be your friend. Even at lower PS than phantoms, because the YT-2400 has a better dial than phantoms. A decloak won't always work.
- As a YT-2400 opponent: Aim for that blind spot every time, I'd say, unless you know better due to figuring out your opponent or Intel Agent. With your low PS ships, you have a good chance of blocking it pretty well, and if you miss the block, you might not even be a valid target. With higher PS ships, aiming for this spot right in front of the ship is a good initial position to modify with boost/barrel roll; you'll likely be able to match the YT-2400's movements. Gotta watch out for the tricky slow moves forward from the YT-2400, though; but, even if you're blocked, it's better that than facing return fire from the HLC turret.
Some final comments:
-Staying at range 3 of the turret doesn't help anything due to no bonus evade dice, and with this dial, the turret covers a very solid chunk of the map.
-YT-2400 players want to consider EPTs or crew that passively allow dice modifications since blocking is going to be a very attractive option for their opponents; passive abilities soften the action denial blow. SableGryphon's choice was Lone Wolf, and I think he made a good one there.
-I was surprised to see a "permanent" blind spot existing at all, but finding out that it existed, I would have expected it to be larger.
-I have to reject Osoroshii's comment which I cited at the beginning: the Dash player may have no choice about a ship winding up in the donut hole, after all! Barrel rolls and boosts will help, a lot, but if the opponent has that too, well...
I'd like to hear what other people think on this subject, too.

