A different kind of Dash build (not Super Dash)

By WeepingAngel2, in X-Wing Squad Lists

A different kind of Dash build (not Super Dash)

I'm playing with an idea centered around the intersection of these three things:

  • The YT-2400 ability to use a Cannon as a Turret with the Outrider Title
  • The YT-2400 barrel roll action and the massive range that gives a Turret Cannon
  • Dash's ability to ignore obstacles (asteroids/debris fields)

So what I'm considering is Dash's high PS, pushed higher with Veteran Instincts, packing an Autoblaster Cannon (which has been FAQ'd that normal hits are essentially unblockable by defense dice AND evade tokens), making barrel roll decisions (hopefully with priority at PS9) to extend and/or shift that range 1 bubble, a really tough customer.

Dash Rendar

~ Veteran Instincts

~ Autoblaster <-- this thing laughs at arc-dodgers with Autothrusters

~ Outrider

36 + 11 = 47 points

Additionally, and since crits have such a pronounced effect now, since the Autoblaster Cannon is limited to range 1, this pairs well with Saboteur, especially if there is a way to trigger a free action AFTER Dash shoots at PS9... like pairing with Airen Cracken (Z-95 @ PS8).

So, adding Saboteur and Airen Cracken...

Dash Rendar

~ Veteran Instincts

~ Autoblaster

~ Outrider

~ Saboteur

36 + 13 = 49 points

Airen Cracken

19 points

Sub Total 49 + 19 = 68 points

That leaves 32 points to flesh out the squad.

What do you think?

I know that Dash's barrel roll can be blocked by Academy Pilots/Binayre Pirates/other low PS blockers, so I'm thinking the next most priority need for this squad is something to take out those potential blockers fast. My first thoughts are a bomber to lead the way or a Heavy Laser Cannon to bring up the tail.

My first thought becomes a Y-Wing with that new fangled Twin Laser Turret and a Bomb Loadout, maybe a Cluster Mine or a Proximity Mine... maybe a Proton Bomb, and maybe even R3-A2 to stress out that one action dependent enemy from any angle with the TLT.

Or maybe throw all of that out the window and use that 32 points to field your own "counter" arc-dodger to chase things down:

Tycho Celchu

~ Push the Limit

~ Expert Handling

~ A-Wing Test Pilot

~ Chardaan Refit

~ Autothrusters

Comes in at 31 points ... giving the squad a total of 99 for a bid at initiative.

Is there any potential here?

potential yes,

but strictly restricting 1/2 your list to Expert piloting with one action and ONLY range 1.... thats.... not advisable.

I definitely respect the originality of the idea! The Saboteur+Cracken idea is pretty unique, but I can't help but wonder if you wouldn't get more utility out of, say, Push the Limit and/or Engine Upgrade to help you get into range. Like Panic said, you're spending an awfully big chunk of your points on a somewhat narrow tactic.

Not sure about Tycho- it means that 2/3 of your ships have 2-red-dice attacks (not to mention being rather frail themselves). I might spend the extra 32 points on a T-70- something reltively powerful but still somewhat slippery,

Edited by daxxglax

I love wrecking ball dash, it's a total blast to play haha

I definitely respect the originality of the idea! The Saboteur+Cracken idea is pretty unique, but I can't help but wonder if you wouldn't get more utility out of, say, Push the Limit and/or Engine Upgrade to help you get into range. Like Panic said, you're spending an awfully big chunk of your points on a somewhat narrow tactic.

Not sure about Tycho- it means that 2/3 of your ships have 2-red-dice attacks (not to mention being rather frail themselves). I might spend the extra 32 points on a T-70- something reltively powerful but still somewhat slippery,

Adding Tycho was more of a whim.

I actually like the Y-TLT with Stress bot (and optionally a bomb) for the multi-faceted wingman that can also handle or at least thin a low PS blocking swarm.

And I do like the other suggestion of maybe trading out Saboteur+Cracken with Push The Limit and/or Engine Update. Let me walk through that one really quick...

Dash

~ Veteran Instincts

~ Autoblaster

~ Outrider

~ Engine Upgrade

Gold Squadron Pilot

~ Twin Laser Turret

~ BTL-A4 Y-Wing

Gold Squadron Pilot

~ Twin Laser Turret

~ BTL-A4 Y-Wing

99 points (1 point initiative for Dash @ PS9)
PTL would come in at the cost of Veteran Instincts, lowering Dash's chances of being in range of that Range 1 shot, and since that Range 1 shot is his only shot, its a necessity. Although having PTL allows you the Barrel Roll AND Boost in the same turn, there's a lot of risk in having to guess where that ship will land for a Range 1 shot, and I personally like moving last so I can evaluate how to get into that guaranteed Range 1 shot. (Granted, PS9 with priority still moves before other PS9's, so my Y's already know their primary targets.)
I wish I could squeeze R3-A2 onto one of the Y's, but alas.
Also, putting the BTL-A4 title on the Y's is an optional choice depending on how you like to fly.
Flying with the title means the Y's (at PS2) want to bring up the rear, with Dash (at PS9) right in the center of the board. So you have to "fly backwards" in how you plan your Y moves since they move first.
Alternatively, you could drop the Y titles and fly the Y's on the outskirts, together or separately, for just the Turret shot at long range.
Either way, with or without the Y titles, you need to create space between the Y's and Dash, and this will help separate your opponent's priority for which target is the most threatening, and you can respond by focusing on their threat response from any angle by three turrets (well, more aptly, two turrets and an arc-dodging near unblockable cannon).