I need help dealing with Super Dash

By ParaGoomba Slayer, in X-Wing

After a few games of flying 7x Black Squadron against it, I'm really having trouble dealing with it. By the time I kill his escort I'm down 2 TIE Fighters. I can't use range bonuses to my advantage because orbiting HLC turret of doom. Since I'm flying a swarm I can't take advantage of the doughnut, at least one is always out of range 1. Large ship boost and barrel roll guarantees that he's always at range 3 of my ships, where 2 attack dice do little. What I'm having the most trouble with though are asteroids. The dash player can move wherever he pleases without consequence, but I can't.

I need tips though, because large ship boost and barrel roll is really tough to deal with. Those alone would be doable, but when asteroids are in the way it becomes super tough.

The level of shenanigans Super Dash can do is almost pre-nerf Phantom tier, it's real hard to deal with as a swarm. Not meant as a complaint thread though, killing dash with a swarm seems actually doable. The trick seems to be catching Dash when he's stressed and can't do something obnoxious like a hard 1, then he becomes semi-predictable enough. However, that happens every other turn and I'm always out of position on those crucial turns, and then he greens and boosts and barrel rolls half way across the map anyways. What happens typically is that I kill Dash's escort, and then I'm left with 4-5 TIE Fighters against full health Dash and at that point I've lost.

Edited by ParaGoomba Slayer

Seems like you'd be better off going with the classic 8 tie swarm, or cutting a tie and giving the six remaining ties EPTs.

Also, I'm not sure about your target priority. It seems like Dash is a bigger threat than a pair of prototype pilots and a bandit (Wait, what is escorting Dash? That trio? Corran? Something else?)

Edited by Squark

Seems like you'd be better off going with the classic 8 tie swarm, or cutting a tie and giving the six remaining ties EPTs.

Also, I'm not sure about your target priority. It seems like Dash is a bigger threat than a pair of prototype pilots and a bandit (Wait, what is escorting Dash? That trio? Corran? Something else?)

I played against Super Keyan and Super Dash with Kyle Katarn. Keyan was easy to deal with but I would still have trouble against super dash. Going after Dash first and ignoring Keyan just allowed him to boost + barrel and outrun TIEs doing 5 forwards. Then Keyan would one shot TIEs with the PtL target lock and stress/focus combo.

I imagine if it was Corran as his wingmate I would stand even less of a chance.

8 TIE Swarm seems better I agree, but I'm looking more for general tactics than list building help. Tactics usable with 8 ships should also be usable with 7.

Edited by ParaGoomba Slayer

If you're flying ships that all have a lower PS than Dash then the only weakness you'll be able to exploit is his constant stress from PtL and the resulting green maneuvers that come after, so make him bump. I've found that one well-placed small-based ship is capable of blocking all 4 of his green maneuvers in a single, incredibly useful sweet spot. Of course, catching him in a bump can be difficult, particularly if he keeps asteroids in front of him, but I've risked going straight over asteroids with ships for the explicit purpose of catching him as it means that I can usually fire on him with the rest of my list.

My lists often contain a bunch of cannon fodder and one high-PS ship capable of repositioning to catch Dash/Soontir/IG88, so I can always choose to try and block or reposition to arc (or bubble) dodge, depending on the current position.

Good luck!

Have you tried putting a Phantom in the donut-hole? ;)

Have you tried putting a Phantom in the donut-hole? ;)

that's the equivalent of putting in another one of his holes.

Have you tried putting a Phantom in the donut-hole? ;)

New cloaking rules make Phantoms great blockers, too :)

I'm not a big advocate for suggesting list changes, but I think if you're running black squadrons there's better uses of the points. You could knock them all down to obsidians and get howlrunner to make your shots count more or fit backstabber in thier too if you go academy with some. Alternatively you could go 4 obsidian 4 academy and you get an extra ship.

Dash gives me fits though, theres a very good dash player in our group and I consider myself lucky if I can kill his escorts. Big ship barrel roll is nuts, big ship boost is more nuts. If he's stressing you can guess where he is and get the bump, but just like Soontir or Corran you basically get one turn to take him off the board when you get the bump.

My buddy played a Super Dash build against me. The first time, he wiped the floor with Oicuun and Krassis Trelix. Then I started using Chiraneau with Mara Jade, Rebel Captive, and Tactician. Super Dash was a mewling kitten after that. Stress is where you can hit him, a phantom with tactician, some flechette missiles... anything to inflict stress.

Oh I know about better swarm variants, I'm just flying it as practice and also because I have 7 promo cards. You think there are formations that would work well against Dash? Two separate groups flown close together? Slow roll and force the engagement on my side and spring the trap then?

I have half a mind to fly 4 Sigmas and just attempt a first volley wipe on the damned thing lol. The handful of turns I do get shots on it, it loses health and such, so it seems just barely out of my grasp at all times. When I would corner pre-Nerf phantoms and get good arcs, I would still get robbed because of the 4 Agility and defensive actions. But on the occasions I can with Dash I can actually do damage. So at least for the time being I'm hopeful that it's just a lack of good play on my part and not an autolose matchup, which is why I'm asking for help and withholding the hyper complaining lol.

Edited by ParaGoomba Slayer