Dash & Jake - Just push it?

By JamieSpace, in X-Wing Squad Lists

So I had my first game with Dash last night.

It went ok and narrowly lost to a dual Firespray list (Boba & Mando both with VI, EU, Tactician and Boba had autoblaster)

The things I learnt:

  • Dash with PTL can be limiting. He has a great dial but the greens are not so great.
  • The hole with HLC can be danger time especially against an autoblaster
  • Jake is fun but outmanoeuvre on him doesn't work well against firesprays. Needs PTL or lone wolf maybe?
  • Awings are fun but they don't do much damage.

I thought of this list:

Dash Rendar (36)
Predator (3)
Heavy Laser Cannon (7)
"Leebo" (2)
Outrider (5)

Jake Farrell (24)
Veteran Instincts (1)
Proton Rockets (3)
Lone Wolf (2)
Autothrusters (2)
A-Wing Test Pilot (0)

Prototype Pilot (17)
Chardaan Refit (-2)

Now I got the boost when I need to with Leebo (watching the ion) re rolls with predator & Jake has Proton Rockets to do some damage at least in one round. Frees up all of Dash's dial aswell.

I could drop the proto down to a Z and fit RS on Dash

Dash Rendar (36)
Predator (3)
Heavy Laser Cannon (7)
Recon Specialist (3)
Outrider (5)

Jake Farrell (24)
Veteran Instincts (1)
Proton Rockets (3)
Push the Limit (3)
Autothrusters (2)
A-Wing Test Pilot (0)

Tala Squadron Pilot (13)

Total: 100[/

There are other options I have been working.

Put a mangler cannon on Dash so it negates the hole but does it give me enough bang for my buck?

Advice, it might be a case of more practice and the unlucky meeting of two tacticians

Edited by JamieSpace

I know also Corran is great with Dash but I want to use Jake.

Any Advice?

Edited by JamieSpace

Ok, quick bump and after some thinking I will phrase the question more simply.

How much do people like PTL on Dash? He has a great dial so why limit it to just the green?

Is it worth dropping the Proto pilot down to a Z to get Proton Rockets on Jake?

The list I originally had was:

Dash Rendar (36)
Push the Limit (3)
Heavy Laser Cannon (7)
Nien Nunb (1)
Engine Upgrade (4)
Outrider (5)

Jake Farrell (24)
Veteran Instincts (1)
Chardaan Refit (-2)
Push the Limit (3)
Autothrusters (2)
A-Wing Test Pilot (0)

Prototype Pilot (17)
Chardaan Refit (-2)

Total: 99

Edited by JamieSpace

Personnaly, I do not like ordinance on A-Wings (or M3's). It may seem like those pockets only cost 3 points, but they actually cost 5 due to the Chardann Refit. That same missile (albeit minus one die) is only 3 points on a Z95. You only get to use it once, and you will have to buddy-up to your target and spend a target lock to do it. Doable, but not easy. Seems to me with a large plate like Dash flying around, there ought to be a 5-point side dish that could be more useful.

I think getting Proton Rockets on Jake would be advisable to give him some punch - so using a Z95 would be what I would try.

Another thing to consider may be changing the HLC to a Mangler Cannon.

You lose the 4 die attack, but it fixes the Range 1 hole and frees up an additional 3 points to allow Ion Pulse Missles on the Z.

Use the IPM in the first round to help set up Jake to get close and deliver the follow-up Proton attack.

Ok, quick bump and after some thinking I will phrase the question more simply.

How much do people like PTL on Dash? He has a great dial so why limit it to just the green?

Is it worth dropping the Proto pilot down to a Z to get Proton Rockets on Jake?

The list I originally had was:

Dash Rendar (36)

Push the Limit (3)

Heavy Laser Cannon (7)

Nien Nunb (1)

Engine Upgrade (4)

Outrider (5)

Jake Farrell (24)

Veteran Instincts (1)

Chardaan Refit (-2)

Push the Limit (3)

Autothrusters (2)

A-Wing Test Pilot (0)

Prototype Pilot (17)

Chardaan Refit (-2)

Total: 99

PTL + Kyle Katarn are a great combo.

It allows you to get your defensive focus, your Barrel-Roll, and either an offensive action or another defensive focus.

Raw dice, 2 agility and 10 hp is still pretty fragile. You need to spend some action economy bolstering them.

Also, that large-ship barrel roll is more powerful than any dial in the game, so you can afford to trim your dial down a bit.

Mangler on dash is a bit weak - dropping to 3 dice means he simply doesn't have the punch you need in a 2 ship list, imo.

PtL + kyle + engine is strong simply because of the number of positions you can get to despite being stuck on green moves. The biggest problem for Dash is asteroids. A smart player will clump them in the centre, forcing dash to skirt around the edges where he loses movement optioins and therefore becomes more predictible. And a predictible dash ends up dead before long. I think the key to success with him is to then take an escort that packs enough punch or has enough durability to be a good closer. Unfortunately I'm not sure Jake fits the bill with only 2 attack (even with options like outmanoeuvre and proton rockets which are both good on him and worth it if you got points to spare).

You either need to run a pair of proton rocket a-wings, or a pair of something else with good damage, like FCS b-wings, or another ace like Corran, Keyan, or somebody else with good damage and/or durability for endgame when dash is gone...

Hmm

I'm thinking the following!

Dash Rendar — YT-2400 36

Push the Limit 3

"Mangler" Cannon 4

Kyle Katarn 3

Engine Upgrade 4

Outrider 5

Ship Total: 55

Jake Farrell — A-Wing 24

Veteran Instincts 1

Proton Rockets 3

Push the Limit 3

Autothrusters 2

A-Wing Test Pilot 0

Ship Total: 33

Bandit Squadron Pilot — Z-95 Headhunter

Or change mangler for HLC and drop Kyle. Needs testing as I only have used the YT2400 once

Or change mangler for HLC and drop Kyle. Needs testing as I only have used the YT2400 once

Can't drop Kyle. He's what makes a PtL dash effective. However, Mangler ain't gonna cut it against certain types of enemies: IG88 w/ autothrusters and interceptors w/ PTL + stealth + autothrusters are going to give you a very hard time...

Yeah, I would personally cut the Prockets for an upgrade to HLC and 2 free points.

last go:

Dash Rendar (36)
Push the Limit (3)
Heavy Laser Cannon (7)
Kyle Katarn (3)
Engine Upgrade (4)
Outrider (5)

Jake Farrell (24)
Outmaneuver (3)
Chardaan Refit (-2)
Push the Limit (3)
Autothrusters (2)
A-Wing Test Pilot (0)

Bandit Squadron Pilot (12)

Total: 100

View in Yet Another Squad Builder

Missing VI on Jake but I'm wondering if that's going to be crucial or is him hitting harder with outmanoeuvre better?

last go:

Dash Rendar (36)

Push the Limit (3)

Heavy Laser Cannon (7)

Kyle Katarn (3)

Engine Upgrade (4)

Outrider (5)

Jake Farrell (24)

Outmaneuver (3)

Chardaan Refit (-2)

Push the Limit (3)

Autothrusters (2)

A-Wing Test Pilot (0)

Bandit Squadron Pilot (12)

Total: 100

View in Yet Another Squad Builder

Missing VI on Jake but I'm wondering if that's going to be crucial or is him hitting harder with outmanoeuvre better?

I like this better. I think you just have to accept that Jake is only going to be useful against certain enemies and weak against others. The trick to winning is to use Dash to kill the stuff that is hard on Jake, and use Jake as a harrasser. Against higher PS ships that he has trouble getting shots on (due to boosting/barrel rolling out of arc) you can use him as a blocker----they can't boost/BR if they lose their action. The bandit may or may not be useful---he's your first line blocker, but without boost or barrel roll I've always found low PS z-95's to be only good at blocking players newer to the game (and who don't realize the dangers of getting blocked). More experienced players can avoid his blocks more often than not...

Anyway, practice with it and figure out how to get the most out of Jake----I think the build you have here is the best for him, its just a matter of figuring out when to use him as a hunter and when to use him as a blocker/harrasser...

last go:

Dash Rendar (36)

Push the Limit (3)

Heavy Laser Cannon (7)

Kyle Katarn (3)

Engine Upgrade (4)

Outrider (5)

Jake Farrell (24)

Outmaneuver (3)

Chardaan Refit (-2)

Push the Limit (3)

Autothrusters (2)

A-Wing Test Pilot (0)

Bandit Squadron Pilot (12)

Total: 100

View in Yet Another Squad Builder

Missing VI on Jake but I'm wondering if that's going to be crucial or is him hitting harder with outmanoeuvre better?

I like this better. I think you just have to accept that Jake is only going to be useful against certain enemies and weak against others. The trick to winning is to use Dash to kill the stuff that is hard on Jake, and use Jake as a harrasser. Against higher PS ships that he has trouble getting shots on (due to boosting/barrel rolling out of arc) you can use him as a blocker----they can't boost/BR if they lose their action. The bandit may or may not be useful---he's your first line blocker, but without boost or barrel roll I've always found low PS z-95's to be only good at blocking players newer to the game (and who don't realize the dangers of getting blocked). More experienced players can avoid his blocks more often than not...

Anyway, practice with it and figure out how to get the most out of Jake----I think the build you have here is the best for him, its just a matter of figuring out when to use him as a hunter and when to use him as a blocker/harrasser...

Cheers for the advice as always Blade. I will give it a shot and see how it goes!