What are you running with Super Dash?

By RagnarokSquadron, in X-Wing

I drop his engine upgrade to fit two Golds with ion cannon turrets. They run interference, draw fire and zap higher PS things that like to get in the donut hole.

Interesting concept. You could also get a Rookie X-Wing and Blue B-Wing with FCS in for those points. Do you have trouble maneuvering Dash without the EU?

Not so far. I do not like the substantial loss of repositioning options, but it has not cost me a game yet. I have won two (rather small) store tournaments with the build so far. The Y-wings really pull their weight.

A nice trainer wheels list for the current meta is coran horn, r2d2,advanced censors, ptl and hull or even shield upgrade. Then add dash with outrider title plus HLC, vi and leebo.

Dash moves just about always last or close to it, so can reposition with no worrys against whisper and soontir and depending on what han is run with him as well plus the cheepo boost is there for when you really need it. You even aim to land where no one will be by aiming to land on an asteroid if someone is trying to block you in. Or you can just run into them and they can shoot you either, your not stuck doing greens with this build as well.

People will try to go after one or the other, generally dash first.So one will get left alone to hammer your opponent without reply. Dash is hard to lock down and coran if he is getting focused on can action up to take the firepower or if left alone can action up for the double tap. Once he has double tapped people will then switch focus onto him.with 3/4 shields and 2 unstoppable actions for defence your opponent is hoping for you to roll crap.

What makes this real nasty is that once someone starts shooting at coran thay have to keep going or he will regen all his shields and a ship that has always got there 2 actions up and has 3 or more evade is an absolute so and so to take down.once this happens dash is free to just fly support putting down the smack.

I know there is a few different dash builds out there but this one really is a trainer wheels list. Ps 9 on dash forces a whisper list to go for an initiative bid and even then if you wanted you could drop leebo or just tough it out, but a whisper list is about all you would fear and people have figured out how to list build to counter them so you may dodge that bullet at a tournament.If you want to win this will give you the best chance try it and let us know how you go.

Wouldn't call my build a training wheel list.

It's an underestimated build that I think can dominate the local/some meta until people learn how to deal with it. Same as when HSF and whisper builds came out.

Or a better build comes out. I think oicuun with daredevil, dauntless & eu could smash it easy.

Edited by Elysium

Wouldn't call my build a training wheel list.

It's an underestimated build that I think can dominate the local/some meta until people learn how to deal with it. Same as when HSF and whisper builds came out.

Or a better build comes out. I think oicuun with daredevil, dauntless & eu could smash it easy.

I've found great success with

Dash

-Title+HLC

-Ptl

-Intelligence agent

-EU

Flown with,

Corran

-Ptl

-FCS

-R2-D2

I've taken down any dash build I've faced (be it vi or ptl on them) lots of phantom builds and decimators and fat Falcons and double falcons. The intelligence agent works wonder as it lets me pick out the biggest threats and see how they'll move and use the Boost and/or BR accordingly to either outmanoeuvre where I can, and if I can't I'll try my best to bump (when they try to get in the donut hole). Plus the 2 extra points from not using Kyle is spent on giving corran almost everything he wants. Have currently only lost 2 games with it all due to time and won a hell of a lot with it!

Think it could've worked out better with running just one other ship instead of 2? Speaking of lone wolf that is

It's much easier. In the games i had played with Dash and Corran, i only don't get Lone wolf 1-2 turns all game.

Ran against this Dash list last night. I was able to squeek out a victory, but I do feel like the dice favored me just enough to net me the win. Match recap below.

Yet Another X-Wing Builder Link

Dash

Lone Wolf

Recon Specialist

Heavy Laser Cannon

Outrider Title

Countermeasures

Horton Salm

R2-D6

Veteran Instincts

Ion Cannon Turret

Engine Upgrade

Proton Torpedoes x2

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The list I ran was:

Yet Another X-Wing Builder Link

Dark Curse

Omnicron Group Pilot

Darth Vader

Bounty Hunter

SIgma Squadron Pilot

Stygium Particle Accelerator

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I was able to clean up Horton with minimal damage taken within the first 5 or so rounds of combat. He was able to fire off both Proton Torpedoes before dying, but both were fully evaded. I managed to block Dash with my Doom Shuttle and setup for a pretty big round of firing on him, but he popped Countermeasures that round and between 7 attack dice from a range 1 shot with my Sigma and range 2 from Dark Curse I only inflicted 2 shields of damage against an actionless Dash.

My Sigma died soon after, but I managed to get a crucial critical on Dash rendering his action bar useless. We both veered in opposite directions as I regrouped for another pass at Dash. The game should have been mine at this point, but in my hastiness, I managed to fly my still healthy Bounty Hunter off the board leaving my Doom Shuttle and Dark Curse against a Dash with no shields and 5 hull. At this point, Dark Curse was untouched and my Doom Shuttle had 1 shield remaining.

We both swooped around the asteroid field mostly in a circle around the center of the board and he wasn't able to shake the crit in those turns of flight. Once we engaged for the second time, he managed to keep my shuttle out of range for a couple rounds of combat. In those exchanges of fire Dash learned quickly how annoying it is to shoot Dark Curse with an evade token and did no damage in 2 rounds of combat while I managed to squeek in 2 hits.

After some clever maneuvering, arc dodging my shuttle even more, he decided shooting DC with an evade token was futile and switched targets to my Shuttle. My Doom Shuttle suffered a Weapons Malfunction crit before finally getting in arc to get one last shot off, that whiffed but Vader payed Dash a visit giving him a Structural Damage crit, lowering his agility by one.

This left my 2 hull Dark Curse vs a Dash with no actions and -1 agility. The finaly round of flight ended with my Dark Curse in range 1 of Dash with an evade token and he finally rolled away a crit, choosing to remove his Structural Damage restoring his agility to 2. Dark Curse dice roll yielded 1 hit and Dash rolled blank, focus. One last failed Lone Wolf defense roll later and that was the game.

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After the game we chatted a bit and he said this list performs well against a lot of the Hammer and Anvil lists flying these days. The PS 10 Horton would definitely give it an edge over any Whisper lists. The Proton Torpedoes provide some nice burst and the Engine Upgrade would help Horton to arc dodge any non-turreted ships and lay into them with the Ion Turret. I was surprised by this list at first, since I've yet to see a Y-WIng paired with Dash, but I can definitely see this build excelling in the current run and gun meta.

I've had some success with this:

Dash, PtL, Kyle, Outrider, HLC

Farlander, PtL, EU, HLC

Farlander helps keep the HLC donut hole on Dash a non-issue. Still testing it out, may try an ion cannon on Dash to add an EU to him.

My lone Dash experience was escorted by 4 Bandit Squadron Pilots. Dash absorbed three pieces of ordnance including a focused APT and went down fast. Viva los banditos!

I drop his engine upgrade to fit two Golds with ion cannon turrets. They run interference, draw fire and zap higher PS things that like to get in the donut hole.

Ive been struggling for ideas of what to run with Dash, and I really like this idea. If you go with 2 Rebel Operatives though, youll be able to keep the EU on Dash

Had a fun game on vassal last night

I was using my regular dash build

Dash

Ptl

Kyle

Engine

Upgrade

Hlc

Outrider

With

Jan

Veteran instincts

Ion cannon

Chewy

Engine upgrade

Moldy crow

Just a fun build. Have 1 win 1 lost with it.

Jan kept whisper ioned and killed him eventually last night.

Which is why i put Veteran instincts on her.

Edited by Krynn007

2 prototypes and a Bandit.

But with rebel operatives they die very quickly

With 5 hull/shields and 2 evade, they have the same survivability as any-wing with 8 and 1. Them dieing quicker is a perception.

Why recon? Can't use focus twice right? Or can u use a token when attacking and defending?

Why recon? Can't use focus twice right? Or can u use a token when attacking and defending?

You can use a focus tokens anytime you make attack or defense rolls. You could use focus tokens to modify two defense rolls. There are no limits to the number of tokens you can spend in a round if you have a way to accumulate them.

Ok thank you

3-0 at local tournament today. Never lost a ship. Can handle all upcoming changes as well.

Dash Rendar — YT-2400 36

Lone Wolf 2

Heavy Laser Cannon 7

Recon Specialist 3

Outrider 5

Corran Horn — E-Wing 35

Veteran Instincts 1

Advanced Sensors 3

R2-D2 4

Engine Upgrade 4

Edited by LouisCypher

I drop his engine upgrade to fit two Golds with ion cannon turrets. They run interference, draw fire and zap higher PS things that like to get in the donut hole.

Ive been struggling for ideas of what to run with Dash, and I really like this idea. If you go with 2 Rebel Operatives though, youll be able to keep the EU on Dash

True, but apart from my personal attachment to the wishbone, I feel dropping to Rebel Operatives costs too much for the 2 points each of them gives back.

1. Durability. While the mean survivability of 2 agility/5HP is roughly the same as 1 agility/8HP, the variance is still different. Y-wings can tank two bad attacks; ROs not so much.

2. Firepower. There are a significant number of situations where the Y-wing's 2 dice primary attack comes in handy, either for targets sitting at Range 3 or when you already have something ioninzed and want the possiblity of additional damage, particularly if you arranged a Range 1 shot. Should you draw the dreaded Munitions Failure, Y-wings still sit well north of "virtually useless."

3. Mobility. I use the Y-wing's 3-bank a lot. It is one of its best maneuvers for blocking, not to mention the fastest non-red maneuver. While it is very rarely utilized, there are also times it is handy to have a K-turn rather than being forced into a pair of 2-turns to reverse course.

- YT-2400 (Outrider, Dash, predator, recon spec, heavy laser cannon)

- X-Wing (Tarn, R7)

- A-Wing (Green, push the limit)

It's usually pretty easy to get in the enemy's face quickly with the A-Wing and keep it effective through the entire game, particularly if the enemy pursues Dash. More often than not, Tarn ends up being ignored, particularly if he times his approach for when Dash threatens/engages. The setup has been successful when both Dash and the A-Wing aggressively get into position to engage.

I drop his engine upgrade to fit two Golds with ion cannon turrets. They run interference, draw fire and zap higher PS things that like to get in the donut hole.

This is exactly what I run!

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!95:98,23,-1,-1:14:3:;48:27,0,38:-1:-1:;64:-1:-1:-1:

Hope the link works. Basic strategy: Choose debris tokens instead of asteroids. fly Dash out of Range 1-2 of Jan but within Range 3. Fly on debris if needed. Ion ships with Jan, having a focus for both attack and defense because of Recon Specialist. Use Jan's pilot ability with Dash's attack for a 5 dice attack with Lone Wolf. Use the Bandit as a flanker.

Initially, I would have chosen Kyle as crew for Jan but I don't have that card currently. Seeing that some others use recon specialist on Dash, I might try that instead.

Two Y-Wings with Ion Cannon Turrets, Bomb Loadout, and Proximity Mines, comes out to 52 points.
Dash with just the HLC + Outrider title is 48.

Now I can say Boom da boom boom Boom da boom boom, dang that's a SuperDash