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By Engine25, in X-Wing

Predictable green to clear the stress killed him as a z-95 blocked then everyone got shots on dash for the kill.

Happy with the bbzzz win!

He could have skirted most of the forces if he had gone 1 right instead of 1 left for his maneuver. After he did his 1 left and right boost, I expected him to TL the closest bandit. If he had killed him (he one-shotted the other bandit he shot at), then he would not have been blocked the next turn. Maybe he thought the bandit was at range 1.

I think Predator+EI+Leebo is better flexibility on Dash than the Kyle/Ptl/EU myself. The latter ties you down to green moves to much. Thanks for the info and entertainment on the tourney :-)

Predictable green to clear the stress killed him as a z-95 blocked then everyone got shots on dash for the kill.

Happy with the bbzzz win!

Welcome to why Super Dash is WAY overrated imo... You get tied to the greens/constantly having to Push. Its way too easy to just manhandle once you know where he's going on the maneuver.

I am impressed that the BBZZZ list won though. Apparently no-one thought Whisper was a thing anymore.

Total agreeance here mate. Doubt I will run that build on my dash ever. Too predictable and have found being able to use the whole dial with barrel roll or leebo boost gets me out of arcs.

And I've found corran horn tooled up is the threat whilst dash is support.

Predictable green to clear the stress killed him as a z-95 blocked then everyone got shots on dash for the kill.

Happy with the bbzzz win!

Welcome to why Super Dash is WAY overrated imo... You get tied to the greens/constantly having to Push. Its way too easy to just manhandle once you know where he's going on the maneuver.

I am impressed that the BBZZZ list won though. Apparently no-one thought Whisper was a thing anymore.

Honestly he just took the wrong approach all together with dash that game. It was a long day and all and he even said he didnt usually play that way. But there was a turn where dash was more or less in the middle of the board, where he used roll/boost to go way over to joust the bwings near the edge of the board. That isnt helpful. Then he gets stuck in the corner and blocked later, but shouldnt have been anywhere near it in the first place. If he rolled/ boost the other way, he coulda looped back around towards his side of the board, blasted z-95s along the way, and the b wings would not have been relevant for several more rounds. It would've been a route in dash/corran's favor (as well it should in that matchup).

Basically he had to play some tough matchups for that list early in the day with the luck of the draw, but managed to win those only to lose an easy matchup late in the day. Being able to still play at a high level 9 games in is what it takes to win, but isnt easy.

just no reason at all to fly right at your opponent with dash right off the bat especially against realitively simple ships (manuever wise) like bs and zs.

Edited by bobbywhiskey

I think Predator+EI+Leebo is better flexibility on Dash than the Kyle/Ptl/EU myself. The latter ties you down to green moves to much. Thanks for the info and entertainment on the tourney :-)

This doesnt even make sense since EI stresses you as well. And if you ever use leebo a second time you're ioned AND stressed. No thanks.

He had the right build, he just didnt handle it well for one game. Just a bad time to have that happen. But the greens on dash since he runs over asteroids and keeps his distance are not a a problem 95% when flown correctly. He just doesnt behave like other ships. If you want a turret ship to just fly up into the board and muscle it's way around, use the falcon.

It would make no sense if the strategy was to always take two actions, which it isn't. That's the strategy of Super Dash. Making him predictable. The strategy is one of movability and options: Roll, Boost or Roll AND Boost. Whatever is needed to keep distance.

Basically he had to play some tough matchups for that list early in the day with the luck of the draw, but managed to win those only to lose an easy matchup late in the day. Being able to still play at a high level 9 games in is what it takes to win, but isnt easy.

Good call I think Bobbywhiskey - Playing a difficult ship well when fresh isn't easy, playing it well after 9 games in a row is a separate challenge in it's own right!

It would make no sense if the strategy was to always take two actions, which it isn't. That's the strategy of Super Dash. Making him predictable. The strategy is one of movability and options: Roll, Boost or Roll AND Boost. Whatever is needed to keep distance.

You can apply that thought to the 'standard' Super-Dash though. He doesn't always have to take 2 actions, and he doesn't always have to clear stress. Particularly if you think you will be blocked and punished for it.

It would make no sense if the strategy was to always take two actions, which it isn't. That's the strategy of Super Dash. Making him predictable. The strategy is one of movability and options: Roll, Boost or Roll AND Boost. Whatever is needed to keep distance.

You can apply that thought to the 'standard' Super-Dash though. He doesn't always have to take 2 actions, and he doesn't always have to clear stress. Particularly if you think you will be blocked and punished for it.

He KINDA needs to though, in the sense that if you dont, then on the next round you dont have 3 "actions" because you wont clear stress. Now maybe there's a rebel captive, or you absolutely need to open your dial to get out of dodge or you're very far away against slower stuff etc. It's kinda like how phantoms cloak the turn before combat, except you may need to think about it once per game. These werent the issues in this particualr game though, the issue was he should've just been on the other side of the board.

But again, a long day with a ship that has a lot of mobility.

Edited by bobbywhiskey