How to beat YT 1300 & 2400 combo?

By Npow34, in X-Wing

Hey all! I am struggling beating this combo. It has been Dash and Han or Dash and Chewie. How are people dealing with this as Imperial players?

wait for autothrusters.

That is a miserable combo. Dash isnt that tanky though. So ... i think you could possibly try and focus down Chewie first. And then let luck dictate if you take down Dash. You can also play for time.

And likely this build features a little less firepower because both ships usually cost 60 pts. Defensive play might be useful.

Smashing with Oicunn is also a good way to put some extra damage on them.

Oicunn + Gunner + Predator

Add whatever filler you want. Buzzsaw Whisper using evade all game, Doomshuttle + ties. tie mini swarm. a second decimator.

Maneuverable High PS pilots can just exploit Dash's donut hole, and then it's like there's only 1 ship on the field. I know this is blasphemous to say, but ordnance makes short work of YT-1300. Nothing says screw you like taking 4 PT/CM to the face, 12 dice averaging 2.68 hits each, for a total of 10.72 hits, or 7.6 damage after C3PO and Evade. If you can get a focus token in there as well, those CMs jump up to 3.68 hits, for an expected 11.6 damage (after C3PO and Evade)... You can practically kill it in one turn.

Now, that being said, I'm not actually recommending taking 4 Bandits with Concussion Missiles. But you can get quite a bit of mileage out of adding one or two to a list with actual threats. Something I'm building off the top of my head here...

Corran w/ VI, R2D2, FCS

Tarn w/ R7

Bandit w/ Concussion

Bandit w/ Concussion

Total: 99pts

So, presuming you have a TL, which shouldn't be too difficult to get on a YT, let's for the sake of argument say that all of your ships have a shot on him, and they're R2 for simplicity sake.

So, Corran = 3Fv1E+C3PO -> 3Fv0 + 2evade = .25 damage, Tarn = 3Fv1 = 1.88 damage, Conccusion v1 = 2.3, Conncussion v1 = 2.3, Corran DT = 3TLv1 = 1.88. Total round of damage = 8.61. And probably at least one or two crits damaging the ship. Now you have to do 4 more damage, which should be simple enough the next round, Tarn = .25 damage, Bandits = .85 x2 = 1.95 damage. So assuming you didn't get any direct damage crits, after Han shooting twice, he's left with 2 hull... Corran has a good shot at being able to pull the R1 PS10 shot for the kill before Han gets a 3rd shot (4FTL = 3.75 average hits, Han's only hope of living is C3PO guessing 1, and rolling 1, and evade token, for just 1 damage).

Corran's double tap is also very useful against YT-1300's.

Or, you could go with Tycho (or Jake if that's your preference) w/ PTL, VI, Prockets... And it pretty much guarantees 5 hits at R1, plus Corran's 3 + 3 hits at R1, for a total of 11 hits, with an average evade of 2.375, for an average of 9 damage in that turn. Plus whatever you tapped in the opening R2-3 turn before getting into R1 - it very easily could kill Han before he even shoots a second time.

Edited by Khyros

when my friend played this build, I did it by blocking Dash with my Decimator. With no actions, he is pretty easy to keep in your arc at range 1. If I recall correctly, my spare academy pilot got the kill =] After that, it was a matter of chasing down Han.

I have a list I haven't put a ton of work into yet, but from a few tries with it against the AI it worked fairly well vs big ships.

2x Blue Squad w/FCS

2x Green Squad w/Procket, PtL

Have 2 points left over, so you could put VI on the Green squads or change the FCS on the B's into AdvSen. 2 Prockets with Focus + TL, will be doing somewhere around 3.5 to 4 damage even against a Fat Han, that's 7-8 damage, with the B's following up odds are good of killing either one in a single turn.

Had great success with...

Commander Kenkirk (44)
Lone Wolf (2)
Ysanne Isard (4)
Rebel Captive (3)
Intelligence Agent (1)
Scimitar Squadron Pilot (16)
Cluster Missiles (4)
Proximity Mines (3)
Scimitar Squadron Pilot (16)
Cluster Missiles (4)
Proximity Mines (3)
Total: 100
Never lost once VS turret lists, clusters and prox mines just eat them up an Kirk soaks up damage
Edited by Fnords

If Dash is sporting a HLC, than he's toast against higher PS with boost. I just smoked a Super Dash with the Rear Admiral that was equipped with PTL and EU. Poor Dash never even got a shot off.

If Dash is sporting a HLC, than he's toast against higher PS with boost. I just smoked a Super Dash with the Rear Admiral that was equipped with PTL and EU. Poor Dash never even got a shot off.

VI or PtL with EU on Chrira is amazing VS HLC Dash, you will always be in R1

I know this is blasphemous to say, but ordnance makes short work of YT-1300.

It's not blasphemous at all; it just struggles to handle Phantoms unless the Phantom player makes a huge mistake.

My personal anti-YT list has looked like this for a little while now:

Captain Jonus (22)

Predator (3)

Ion Pulse Missiles (3)

Scimitar Squadron Pilot (16)

Proton Torpedoes (4)

Cluster Missiles (4)

Scimitar Squadron Pilot (16)

Proton Torpedoes (4)

Cluster Missiles (4)

Scimitar Squadron Pilot (16)

Proton Torpedoes (4)

Cluster Missiles (4)

Total: 100

Sometimes I replace the last Scimitar with an Alpha Squadron Pilot and use the spare points to change Jonus' loadout, but done this way you can really hammer any Large ship that can't escape your firing arcs.

Focus all of your firepower on one of them until it's dead. Then kill the other one.

Edited by Nickel

Three delta defenders with ion cannons and walk em off the board.

Swarm swarm swarm.

Ion spam

2x gold w/ion turret

2x blue w/ion cannon

Spend last 4 points to taste (r2, flechette, fcs)

Focus Fire

Three delta defenders with ion cannons and walk em off the board.

I've done this. Those bastards are tough to kill when they don't need their focus for offense.

Three delta defenders with ion cannons and walk em off the board.

I've done this. Those bastards are tough to kill when they don't need their focus for offense.

Had a game where a b-wing and a headhunter stalked one of my defenders on one hit point for six turns failing to finish it off, while the other two killed wedge and the 2nd z-95 and then came for the b-wing and z-95.

I've tried that build before. It usually suffers from a lack of upgrades. So, the two ships are unlikely to get many, if any, attack or defense modifiers (rerolls, attack/defense bonuses, etc.). I would focus fire on Chewie/Han first, while staying within Dash's donut hole. Then, finish off Dash.

4 B's is a good start.

Phantoms and Soontir as well.

The one thing I have found with that list is there is some vulnerability high Ps ships that can turtle since gunner is one of the upgrades that often gets dropped. They are a pain though