Super Dash & The Headhunters

By Moneyball, in X-Wing Squad Lists

So, I just theory-crafted a list at work today, and I wanted to see what everyone thought. I know the meta right now is typically 2-ship builds or 1 power ship and a handful of dirt cheap jousters. So I'm not sure if a three-ship/all-named pilots list could be competitive. This seems to synergize well, so I thought I'd run it by everyone.

Dash Rendar (nothing new here, typical SuperDash): 55 pts.

PtL

Mangler Cannon

Outrider

Kyle Katarn

EU

Airen Cracken: 20 pts.

Veteran Instincts

Lieutenant Blount: 25 pts.

Wingman

Assault Missiles

Munitions Failsafe

Super Dash is pretty straightforward. Push the Limit for 2 actions. Engine Upgrade gives him boost. Kyle Katarn gives him a free focus for losing a stress. And a Mangler on 360. Probably nothing new to most players. Airen Cracken with VI makes things interesting by giving Dash a third action at the start of combat. Imagine first turn Boosting and Barrel Rolling with Dash. He's stressed and does a green maneuver second turn to set up for the first engagement. He gets an auto-focus from Kyle. For his two actions, he boosts and barrel rolls. Then as combat starts, Cracken gives him a free target lock. Blount's packing assault missles coupled with munitions failsafe, so even when he misses, he can't miss. Wingman polishes it all off by removing a stress from Dash if he gets doubled up (which in turn gives him a total of 2 free focus tokens from Kyle).

My initial thoughts here is that this is devastating action-management. But I'm concerned that there may not be enough guns on the table.

What do you guys think?

I'd approve of releasing the cracken if you didn't have PTL, but boy does Blount seem out of place.

The none-Dash parts of the list are a giant gimmick that rely on both Zs being in range or else it just becomes pointless. Imo, you're better off with more reliable ships than a zany combo.

Also, Blount doesn't miss. It's not optional unless they errated it.

Blount: "When attacking, the defender is hit by your attack, even if he does not suffer any damage."

Fail-safe: "When attacking with a secondary weapon that instructs you to discard it to perform the attack, do not discard it unless the attack hits."

Edited by ficklegreendice

Hi,

I posted something similar here using Leebo instead of Dash, might be worth a look.

Don't think you need the Munitions Failsafe on Blount, his attack hits even if it misses.

Cheers

Baaa

I'd approve of releasing the cracken if you didn't have PTL, but boy does Blount seem out of place.

The none-Dash parts of the list are a giant gimmick that rely on both Zs being in range or else it just becomes pointless. Imo, you're better off with more reliable ships than a zany combo.

Also, Blount doesn't miss. It's not optional unless they errated it.

Blount: "When attacking, the defender is hit by your attack, even if he does not suffer any damage."

Fail-safe: "When attacking with a secondary weapon that instructs you to discard it to perform the attack, do not discard it unless the attack hits."

The thought with Blount and failsafe is that even if the missiles miss, the card isn't wasted. It does 1 to everything in the area and you can do it the next turn as well. I totally get what you're saying about the gimmick, though. I felt like John Madden when I made this list, "All you gotten do is shoot the opponents' ships before he shoots yours!" That, I think, is the biggest downfall of the list. If Dash goes down, or if the opponent can withstand two turns of the offense, they're going to smoke it.

It'll probably be a list I run for fun. I don't think it's going to win any tournaments, though.

Baa -- I checked out your list and it's definitely spurned some ideas. Good work.

Munitions Failsafe is dud on Blount: he always hits so it never triggers.

Ion pulse on Blount always generate damage and ion if I read the cards correctly.

If you se PTL with Dash during the activation phase you won't be able to perform the free action with Cracken. You'd have to only perform one action during the activation phase and activate PTL in the combat phase.

Yeah, you shouldn't use PTL if you want to benefit from Cracken.

I've actually flown a version of super dash with Cracken and Squad Leader to mixed results. Not the most fine tuned list...but it was fun to test with the crazy mojo Cracken/Squad Leader can pull.

Airen Cracken (24) Z-95 Headhunter (19), Squad Leader (2), Hull Upgrade (3)
Tarn Mison (25) X-Wing (23), R7 Astromech (2)
Dash Rendar (51) YT-2400 Freighter (36), Predator (3), “Mangler” Cannon (4), Lando Calrissian (3), Outrider (5)
First game against a friend I just totally destroyed him. I kept dash close to cracken and let the enemy come to me. I usually did hard right 1s followed by a Lando action. Depending on the result my Cracken would then squad leader a barrel roll away from enemy ships and then during the attack phase give a TL or Focus action.
The second game I flew cracken head first into my opponent and now he knew how important he was to my strategy so he died really quick. Maybe I should have used Biggs over Tarn?
Anyway, insane possibilities once you get the stress idea of your head for Dash and start using action economy from other sources.
Edited by Deepspace5