Dash with ptl or VI vs phantom heavy lists

By PlayerNine, in X-Wing

I am struggling with this. Straight 58 dash is super good, but fails to kill phantoms. I am working on a variant that brings 98 points to steal initiative and bring ps9 dash to fire at phantoms while they are still agility 2.

The idea is to bring airen cracken along with vi at ps10 to allow dash his second action, the downside being keeping the Z close enough to dash and losing out on Katarns focus, which led me to replace Katarn for merc copilot.

Bringing naked Roark would boost dash to ps12 but if Roark pops, it's open season on outriders. The benefit of Roark would be that I don't have to steal initiative and the phantom player might feel safer running his phantom closer to dash expecting to shoot first, but I don't like the idea if relying on misplays. I prefer the consistant threat of ps9 .

The current version of the list brings Cracken (vi and eu) and Roark, which adds some redundancy to VI Dash.

I need some feedback on this, as I ultimately want Dash killing phantoms and the other things he likes to kill.

What about PTL 58 Dash?
And then Airen Cracken with VI, Swarm Tactics and Ion Pulse missiles (25 pts).
That leaves you 17 points spare. (a bandit with Ion Pulse?)

Swarm tactics give pilot-skill to Dash or the Bandit. They use the Ion Pulse to ION phantoms before phantoms get to shoot and recloak. Thing is that if they are ION'ed then they don't get to decloak.

What about PTL 58 Dash?

And then Airen Cracken with VI, Swarm Tactics and Ion Pulse missiles (25 pts).

When did Airen Craken get 2 EPT slots? Best case is passing PS8 with Swarm Tactics with Airen.

Don't have a lot of faith in V.I dash. You're working with only one action, a very limited pool of viable crew (since you can no longer trigger kyle reliably), and you still have to bid initiative to get any tangible benefit.

Dash v/phantoms is mostly a matter of positioning. An HLC will work through four green dice fairly reliably over 2-3 turns, you just have to keep them out of range one which is more a question of practice than of list.

People seem to like V.I Oars as a wingman, and a 5 dice HLC + PS 10 blaster to the phantom's face make it evident as to why

Edited by ficklegreendice

2 actions (one freebie from cracken) and c3po for crew doesn't seem terrible. Though I wonder if there's a better way to score the free action instead of cracken. With Cracken at ps10, Roark can make dash do his free action either before or after he shoots (by allowing cracken to shoot second or first).

Edited by PlayerNine

Wow.

This is all wrong. You want whisper to have iniative when using vi dash.

This means he has to move before you. Means you can potentially bump him thus not getting shot or avoid his arc with boost or barrel roll. If you avoid his arc and he gets no shots he doesn't cloak and blam!

Sure he will occasionally get shots at you but you will only need a few turns of avoiding arcs & shooting him to drop him.

Sure it may seem easier said then done but never underestimate how powerful moving last is over shooting first.

If you have iniative guess where whisper is going to be?

At R1 if he can and that will be his priority.

Why not just pair him with a Phantom hunter? Corran Horn + VI or Ten Numb + VI with points left over to give them some upgrades. That way you aren't tethering Dash to some support ship and are allowing him to run wild and free; the way nature intended. Keep your PS 10 wing-man following along with an eye on Dash's doughnut and you're good to go.

This has the added benefit of using the PS 10 squad mate to pull Rebel Captive stress so that Dash's PTL shenanigans don't get screwed up.

Edited by UniJustin