Tango and Cash: A Roark and Dash list

By Red Winter, in X-Wing

Tango and Cash represents an interesting group of ships for the Dash list. I haven't seen it posted elsewhere, but it covers two big weaknesses for Dash: getting the most out of the action bar on the Outrider, and covering the donut hole.

Dash - PtL, Outrider, Nien Nunb, HLC

Roark - Ion Turret

Bandit

Bandit

Dash has the ability to be ultra maneuvereable and will be able to reliably protect his own range 1 blind spot while delivering punishing attack 4 shots. Nien Nunb assures this. It is suddenly very difficult to predict how Dash is going to react to incoming fighters. He gains a big advantage over Phantoms through his buddy Roark. Roark generates a PS12 at Range 3, no need to worry about keeping up with the Outrider here! Not only does Roark give him the first shot, he also carries an ion which will be useful in keeping annoying fighters out of the donut hole.

Speaking of the donut hole, that's exactly what Roark and the escorting fighters will be concerned with when flying this list. If that becomes a danger, they can fly into position to ion, and/or block the enemy from getting involved. Not that I think it is a real danger from anything but a Phantom, it is good to be prepared for in the event that PtL Dash can't escape.

This is a list that has HP, firepower, a modicum of board control, and maneuverability. Color me excited to try it out.

My experience in playing against dash/hawk combos is that dash usually only gets to use the Hawks twice, 3 times if your lucky. Then he takes off flying across the board. Roark us amazing against phantoms, but kinda overkill against anything else. I like running Nien Nunb on Dash. Makes him a lot more fun than Kyle

Nien makes a hella good sense with Dash. I would say Roark is still very useful even when not facing Phantoms. PS 12 is useful against so many PS 9 aces. Aces that make frequent appearances on the board. I wonder if Dash could out fight a Fat Han though.

I'm a fan of HWK / YT2400 combos. Like the comment above, I think Roark doesn't offer enough here. The list I've been flying with might need tweaks but it's been working well:

Wild Fringer: Outrider, HLC, Jan Ors

Kyle Katarn: blaster turret, Moldy Crow, Recon, VI

Bandit

Bandit

This list offers two-way synergy. Kyle can pass focus or evade with Jan around. He can also use Jan to turtle up defensively.

I didn't read anything past Tango and Cash. Loved that movie.

Coming off a recent win at a local convention tournament, my eyes are keenly looking toward the store championship. At the tournament my Corran centric list acquitted itself well, but I am looking to create a list that may offer more in the current meta. First and foremost, I’m a committed believer in the philosophy that anything can be flown to a win, but I do want to make sure that the strategy I am using best fits the particular squad. In addition, I’m pretty worn out flying Corran, Wedge and their Bandits.

My Tango and Cash build is making its way to the forefront. I have a number of variations, but they all center around Dash w/ Nien Nunb. I happen to be of the opinion that this is the “best” fat Dash build. If points allowed, I would attach an Engine Modification as well, but alas, the list also needs bodies to make sure that Dash can make it to the end of the game.

The first list is the “classic” Tango and Cash:

Dash (PtL, Nien Nunb, HLC, Outrider)

Roark (Ion Turret)

Bandit

Bandit

Tango and Cash version 1.1

Dash (PtL, Nien Nunb, HLC, Outrider)

Roark (Ion Turret)

Rookie (R3A2)

Tango and Cash version 1.2

Dash (PtL, Nien Nunb, HLC, Outrider)

Roark (Ion Turret)

Blue Squadron (FCS)

Tango and Cash version 2.0

Dash (PtL, Nien Nunb, HLC, Outrider)

Gemmer Sojan (Refit, PtL, Test)

Jake Farrell (Refit, PtL, Test)

Tango and Cash version 3.0

Dash (PtL, Nien Nunb, HLC, Outrider, Engine Upgrade)

Blue Squadron

Blue Squadron

Obviously, the Roark included lists will maul high PS, 2-3 ship builds as well as Phantoms. I’m confident that this list also gives the tools to see Decimators and a Fat Han off the board as well, but it is fairly dependent on keeping Dash around to the end. Its variations offer fewer ships for more firepower and/or control.

Version 2.0 and 3.0 represent two different strategies. On the one hand, 2.0 is the defensive version of the list. It has the potential to outlast an opponent through maneuver and agility. 3.0 comes from a different camp and further compounds the survivability of the key pilot, Dash, by adding Engine Upgrade. What 3.0 also adds is some significant offensive power with two Blues backing up a HLC. 2.0 strikes me as more fun to fly, while 3.0 is likely to cause some opponents to void their bowels.

With such a maneuverable, turreted ship, I’m not as inclined to think that winning the PS bid is necessary to winning the match. I will definitely want to fly with the Dash to the front and escorts behind so they can pick off any ships trying to get into the donut hole. It should be a problem with Nien giving Dash the green 4, but one never knows.

As always, let me know your thoughts!

wait for the mango cannon

Dash will have basically no weakness once it's out

As is, PS 12 HLC is going to be worthless against phantoms because they know how to get to the doughnut hole after Dash has moved.