The YT-2400 in the current meta

By ArbitraryNerd, in X-Wing

Hi all,

Anyone have any interesting builds or thoughts within the current meta for this beautiful, beautiful ship? Or an explanation on what makes Super Dash so super? Or maybe who the best partner-in-crime should be?

I ran a Leebo w/Dash & Eaden w/ Rec Spec list this weekend in an extremely casual game this weekend. I didn't hate it, but it definitely didn't feel like I'd have a ton of success with it competitively. In fact, I seem to only do well (with limited experience) with 3-ship Imperial builds, but I'd like to bring something different the next time I get together at the local gaming store.

... You know, before I bring the Vader/Soontir/Turr list I have planned out and ready to go.

Super Dash still seems to be the way to go with the 2400, especially if you've got a TLT meta. More tokens/defense, more movement, and higher damage output are all things you need to deal with them.

Those same things are also helpful for dealing with the Imperial Aces builds which seem to be the big thing now as well.

Is the Outrider with Autoblaster an option against TLTs? Maybe more against HWKs carying them rather than the more durable Ys (which don't really depend on evades anyway).

Is the Outrider with Autoblaster an option against TLTs? Maybe more against HWKs carying them rather than the more durable Ys (which don't really depend on evades anyway).

I wouldn't really want to close into range 1 against a mini-swarm of TLTs, because you're generally open to 3 other turrets. I'd MUCH rather trade range three shots from a Super Dash.

There aren't terribly maneuverable TLT lists out yet, and there are also not any that rely on green dice. I think HLC would be the optimal weapon against them. That's actually what my double 2400 list was built for -- Leebo w/ Dash Crew would circle asteroids as much as possible and keep dropping unobstructed 4 dice shots into enemy ships. Leebo's ability means the ship can stand up to someone able to close into range 1 for a bit longer, you just need a second ship to cover him.

I actually still want to play around with the Dash crew card as a TLT answer. ... Might now go play around with a 1300 list featuring Dash...

super Dash's biggest asset is fully modded offense from PTL (TL + focus) and then KK (clear stress --.> assign focus) to either augment defense or provide dice mods after using roll/boost

with HLC and his ability to almost completely disregard obstacles, you get a frightening offensive powerhouse that's also deadly manueverable

his main weakness is fast, higher PS ships that can exploit the HLC doughnut hole (you can use mangler, but then you're just losing dice trades against fat PWTs and losing even harder to aggressors as well as bouncing off soontirs/whispers; that extra die makes an essential difference)

that is why V.I corran was all the rage with him (PS 10 + double-tap to cover the doughtnut hole....also you didn't have the points for PTL corran and super dash)

I personally find 2-ships to be incredibly dull, so I've been interested in seeing potential variants. One nationals winner came in first with LW + R2-d2 Outrider Dash packing anti-pursuit laser & two Blue Squadron Pilots. Another list I've really enjoyed is super dash (sans engine) with 3 prototype pilots for blocking fun, although 2 greens with PTL & juke are looking real tempting right now

Three Wild Space Fringers with Intelligence Agent and Anti-Pursuit Lasers is a lot of fun, and decently competitive. Thirty hit points behind two agility is nothing to sneeze at, especially when they're blocking you for damage.

Three Wild Space Fringers with Intelligence Agent and Anti-Pursuit Lasers is a lot of fun, and decently competitive. Thirty hit points behind two agility is nothing to sneeze at, especially when they're blocking you for damage.

And I thought I was crazy for owning (and attempting to run) 2 YT-2400s!

I like this idea, though the 2 red dice kind of put me off, even with the APLs. I've seen 3 YV-666s run effectively, and I'm kind of tempted to try that, but I only own a single Scum ship currently (thanks for the ATs, StarViper!).

I still think Dash is fine in the meta. He has enough health/Agility and ability to deny at least a few TLTs that he shouldn't get hit as hard as the Falcon of Decimator in general.

I typically prefer LW/Recon on him, but I do think LW/R2D2 makes a lot of sense as well. Of all the large ships, I think the standard builds for him came away more unscathed than most.

Three Wild Space Fringers with Intelligence Agent and Anti-Pursuit Lasers is a lot of fun, and decently competitive. Thirty hit points behind two agility is nothing to sneeze at, especially when they're blocking you for damage.

And I thought I was crazy for owning (and attempting to run) 2 YT-2400s!

I like this idea, though the 2 red dice kind of put me off, even with the APLs. I've seen 3 YV-666s run effectively, and I'm kind of tempted to try that, but I only own a single Scum ship currently (thanks for the ATs, StarViper!).

run the Viper, it is an amazing little ship when run correctly (i.e Guri or Xizor)

as for the generic, I forgot to mention a local runs a double yt-2400 2-ship involving super Dash and an HLC + Int agent fringer/vrill w/anti-pursuit laser

that's definitely one way to stop soontirs

I suppose double HLC + int agent + APL fringers w/V.I cracken could be a thing too

Don't know if it's interesting, but I've got the Dash Mangler:

YT-2400: · Dash Rendar (36)

Calculation (1)

"Mangler" Cannon (4)

Shield Upgrade (4)

Recon Specialist (3)

· Outrider (5)

I usually Focus. One adds a critical, while the first Mangler hit is a critical. Then I've got a focus for defending, thanks to Recon Specialist.

This proves to be a fun list:

Wild Space Fringer
Mangler Cannon
Outrider
Rec Spec

Roark Garnet
TLT

Jan Ors
TLT
Wired
Nien Nunb

So, you get a nice 4 attack dice Mangler cannon at PS 12 that has a focus to it's name.
Jan gets a nice reroll after stressing herself out and can get rid of the stress by going farther with Nien. Alternatively you can remove wired and Nien to swarm Jan and then have two PS 12 shots!
The TLT should have shots at a stripped token ship after the mangler, allowing you to land DMG at high agility and low alike.

Dash with veteran instincts is scary.

Suddenly that YT-is doing 3 banks and moving way faster than you can block for, while still taking focused HLC shots and defending thanks to Recspec. Toss in proton rockets and that donut becomes a croissant, and is more than capable of dealing with close threats.

By far my favorite YT-2400 list is:

WSF x2-

APL

IA

(33pts x2)

The other 34 pts can be tailored to fit your style. Poe w/ AT and VI, Jake VI, PTL, AT and Prockets, etc.... The synergy between IA followed by basic moves which can (if needed) barrel roll into action denial with APL hit and set up your Ace is amazing. I have several good wins vs quality pilots with this list, including Vader, Fel, Palpmobile. It's my original list and by far one of my all time favorites to fly. People just hate it.

Edited by charlesanakin

Three Wild Space Fringers with Intelligence Agent and Anti-Pursuit Lasers is a lot of fun, and decently competitive. Thirty hit points behind two agility is nothing to sneeze at, especially when they're blocking you for damage.

He fielded three Wild Space Fringers. What happens next will amaze you!

Leebo all the way. With Predator HLC outrider and recon. Go fast hit them hard

Or

Wild Space Fringer with HLC recon and 5 Z95