How to properly fly Super Dash?

By surly88, in X-Wing

I'm doing pretty decent with most of my ships, but for some reason when it comes to Dash it doesn't really "klick" ... at least so far.

I read quite a few articles about him and also watched a few YouTube matches with Dash, but none of them couldn really solve my main problems with him.

His 58 points build with PTL, Engine, Kyle, HLC and Outrider is pretty cool actually ... however I simply can't make it work against a well-skilled opponent. Here's the deal:

Dash.jpg

Against multiple opponents I set him up directly vis-a-vis, facing them (position 1). The probably will fly a straight move while I will make either a 2 or 3 turn away from them. Now, depending if they flew wide or not I can roll into their direction to get a shot at one of them (position 2). The next turn they're going to bank in and I will fly a short move away from them (position 3). At that point they can basically get into the middle of the table the next turn, while I can't really avoid getting trapped into a corner. To avoid the corner I make a move and boost (position 4). All they have to do now is to either fly straight, so I need to boost and roll to avoid staying in range 1 (position 5). Next turn they simply bank or turn in and I'm trapped in the corner.

Even if I want to do so, it's not that easy getting a proper asteroid field into the middle of the table when your opponent simply puts them in the corners. So there will be 3 obstacle in the middle of the table, which is fine, but probably will not give him enough trouble to either loose formation or stop chasing me.

So that's basically it. I fly away with him, take a few hits now and then, get trapped into a corner at some point and die a fiery death.

And well, tbh - the picture above could also be true for me when I play 3-5 ships just as well. It should be written "how I almost always get that pancake into a corner" then. Sadly nobody in my area really played Dash much, so I can't really get much help there.

Would be great for some insightful thoughts, thanks a lot in return ;)

I think you should stay out of the corners ;)

I would suggest starting towards the middle of your board edge. Then you can do your initial move either left or right.

Based on your opponent's response you can do turn the other way or continue the same way.

Ideally you want to keep them guessing where you will go, and with barrel roll and boost you are essentially getting a fair bit of extra movement.

First prize is if you can split their forces, then pick the softer side and try and hammer them.

Use your support ship to concentrate fire on the weaker flank.

But seriously what are you flying alongside him?

I find PtL Dash a bit predictable if he Pushes every turn. Being predictable will get you killed.

And everyone has been flying against Dash for what feels like forever. So they know what to expect to a certain extent.

You need some blockers, to block filthy arcdodgers.

You don't need to PtL/Green every turn. Especially in the opening two rounds. The last thing you want to do is stress yourself and tie yourself into green moves during the opening engagement.

Sometimes doing one action is preferable as it lets you take a longer move the following turn. Super Dash's action economy is awesome, but so is his dial.

Thanks for the replies!

@list - to make things easy, let's say it's the basic Dash & Corran build.

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

Corran Horn (35)
Veteran Instincts (1)
Fire-Control System (2)
R2-D2 (4)

Total: 100

View in Yet Another Squad Builder

I'm asure that Corran can get into my opponents flank while Dash is flying away, but the issue with Dash dying in a corner remains the same.

I would suggest starting towards the middle of your board edge. Then you can do your initial move either left or right.

Based on your opponent's response you can do turn the other way or continue the same way.

Ideally you want to keep them guessing where you will go, and with barrel roll and boost you are essentially getting a fair bit of extra movement.

First prize is if you can split their forces, then pick the softer side and try and hammer them.

Use your support ship to concentrate fire on the weaker flank.

Ok, say I start in the middle. I can't really see much of a difference if I still turn to the left as above, since my opponent will still try to get into the middle and then nail me down. Turning right is interesting, but will probably lead to a joust between Dash and his ships, which is something I'd like to avoid.

Maybe I simply don't get the idea here ...

You don't need to PtL/Green every turn. Especially in the opening two rounds. The last thing you want to do is stress yourself and tie yourself into green moves during the opening engagement.

Sometimes doing one action is preferable as it lets you take a longer move the following turn. Super Dash's action economy is awesome, but so is his dial.

Good point. I think I have to play him a bit more often to get a better feeling for him.

Looking at my Picture above, I guess the biggest mistake is banking on position 2. If I bank to the right instead, I can either boost & roll away from him if he flew straight or roll into his side if he flew the bank as pictured above ... guess I like that.

I agree that setting up Dash in acorner limits you. Dash has a white 4 straight that is pretty efective in getting you quickly to.the center of the board and a green 2 straight that is effective for flying past ships when you get caught in a corner. 2 straight with a boost is the equivalent of 5 for a small ship. With the available barrel roll, you can move around easily.

Changing some of those 1 straight moves into 2 straight may allow you to maneuver more effectively and allow you more range 3 positions.

I don't see what the problem is, throughout most of that diagram you're getting shots on your opponent while he is not (provided he doesn't have a turret, of course).

The turn before you fly into a corner, don't stress yourself. This then allows you to do a 3 hard and boost and barrel roll and ruin the game.

Super Dash is the easiest ship in the game to fly.

You can joust things with straight maneuvers, and if you don't bump you can barrel roll and boost to the side. Now you could be behind them, or be way off to the side next turn.

At position 4 you could have just not boosted/BR'ed, and then next turn you could have hard 1 turned to the left. The thing about Dash is that you're a turret, so it doesn't matter where you move to. So your best option is just to fly in a random manner so that way your opponent has no hope of getting you in arc.

Edited by ParaGoomba Slayer

And don't be afraid to go through the rocks, even if it gives them an extra green, as long as it helps you out.

Check out Travis Foss from the worlds top 16 / 8 game.

I like to fly a "non super" dash (or would, if I wasn't that fed up with "Dashes" everywhere that I can't bear myself to also fly one);

I leave off Kyle and take Nien the numb; action-economy surely suffers, but it frees up your dial with some very good straight greens to GTFO when you feel like.

also, just don't PTL every round when you don't need. I think that's the hardest part at all when flying PTL.

better yet: just don't take Dash at all. the other pilots are interesting on their own and both variety and karma will thank you for it ;)

Basically, you want to boost/roll away from him. Don't put yourself in a positron where he could block you.

Super Dash is not for everyone. Don't feel bad if it doesn't suit your play style, because everyone approaches the game differently, and therefore, you're going to have varying degrees of success with different ships.

I have the same problem----I have yet to win a game using Super Dash, although I 'get' the theory behind him. And its odd because I have tons of experience playing arc-dodgers (imperial interceptors are like my go-to ship). In some respects, Super Dash is just a giant interceptor with more hull/shields and a bigger gun, but the differences are substantial enough that I haven't 'mastered' using him yet (granted I've only flown with him like maybe three times?). Still.

So the first thing I can tell from your diagram is that you are doing it wrong. And what I mean is you are flying very predictably. You always put him opposite your opponent and turn away, therefore your opponent always knows you are going to bank into the middle of the board so your opponent can always guess where you are going with him. If you make it easy for your opponent to guess where Dash is going, then yeah, he's going to beat you. Arc-dodgers NEED to be unpredictable. You ALWAYS want to put Dash in a position (relative to opponent ships) where he has TWO good moves in completely different directions so your opponent is never CERTAIN what you are going to do.

For example, in your opening at position #1, instead of turning away every time, sometimes fly straight at the enemy (if they are lower PS) or bank and boost/BR to limit fire arcs on you. Now depending on what your opponent does, you have more than one option: bank + boost passed the enemy ships towards their side of the table, or turn away from them towards the middle of the board so they are chasing you. Your opponent won't know what you are going to do. If you turn away, his best move is to bank and follow. If you are banking and boosting up towards his board edge, his best move will be to k-turn. But he won't know and if he chooses wrong, doubt will start to gnaw at him, affecting his decisions for future turns...

Or if you start in the middle of the board, you can turn/bank + BR toward the enemy or shoot 4 straight up the middle of the board. From either position, even if you pushed the limit, you have different directions you can go, so you leave yourself in a strong, unpredictable position.

That's my perspective anyway, hopefully I'm not off-base...

Thanks for the great feedback!

I agree that setting up Dash in acorner limits you. Dash has a white 4 straight that is pretty efective in getting you quickly to.the center of the board and a green 2 straight that is effective for flying past ships when you get caught in a corner. 2 straight with a boost is the equivalent of 5 for a small ship. With the available barrel roll, you can move around easily.
Changing some of those 1 straight moves into 2 straight may allow you to maneuver more effectively and allow you more range 3 positions.

Hm, good point. I guess I'll set up a playfield later when I'm at home and will goldfish a few options. Getting to the other side of the board or at least the middle asap actually never came to my mind, but is for sure a valid option.

Super Dash is the easiest ship in the game to fly.

Maybe for you, but not for everyone. I'm perfectly fine fielding 7-8 of my Z95 and get a decent winrate, but Dash simply never pulled of his weight for me.

But since you're obviously just trolling, I guess it's not worth arguing here ...

I like to fly a "non super" dash (or would, if I wasn't that fed up with "Dashes" everywhere that I can't bear myself to also fly one);

I leave off Kyle and take Nien the numb; action-economy surely suffers, but it frees up your dial with some very good straight greens to GTFO when you feel like.

also, just don't PTL every round when you don't need. I think that's the hardest part at all when flying PTL.

better yet: just don't take Dash at all. the other pilots are interesting on their own and both variety and karma will thank you for it ;)

Actually Dash isn't seeing much play in my area. The last 5 recent tournaments I only faced 1 Dash in total.

I considered Nunb myself, but mainly to free up 2 points to improve his Wingman, namely Corran.

Super Dash is not for everyone. Don't feel bad if it doesn't suit your play style, because everyone approaches the game differently, and therefore, you're going to have varying degrees of success with different ships.

I have the same problem----I have yet to win a game using Super Dash, although I 'get' the theory behind him. And its odd because I have tons of experience playing arc-dodgers (imperial interceptors are like my go-to ship). In some respects, Super Dash is just a giant interceptor with more hull/shields and a bigger gun, but the differences are substantial enough that I haven't 'mastered' using him yet (granted I've only flown with him like maybe three times?). Still.

So the first thing I can tell from your diagram is that you are doing it wrong. And what I mean is you are flying very predictably. You always put him opposite your opponent and turn away, therefore your opponent always knows you are going to bank into the middle of the board so your opponent can always guess where you are going with him. If you make it easy for your opponent to guess where Dash is going, then yeah, he's going to beat you. Arc-dodgers NEED to be unpredictable. You ALWAYS want to put Dash in a position (relative to opponent ships) where he has TWO good moves in completely different directions so your opponent is never CERTAIN what you are going to do.

For example, in your opening at position #1, instead of turning away every time, sometimes fly straight at the enemy (if they are lower PS) or bank and boost/BR to limit fire arcs on you. Now depending on what your opponent does, you have more than one option: bank + boost passed the enemy ships towards their side of the table, or turn away from them towards the middle of the board so they are chasing you. Your opponent won't know what you are going to do. If you turn away, his best move is to bank and follow. If you are banking and boosting up towards his board edge, his best move will be to k-turn. But he won't know and if he chooses wrong, doubt will start to gnaw at him, affecting his decisions for future turns...

Or if you start in the middle of the board, you can turn/bank + BR toward the enemy or shoot 4 straight up the middle of the board. From either position, even if you pushed the limit, you have different directions you can go, so you leave yourself in a strong, unpredictable position.

That's my perspective anyway, hopefully I'm not off-base...

Thanks a lot for the very insightful reply. Guess I'll simply have to get some more games with Dash and things will go as you descibe.

I had the same "issues" with other ships in the past, but after 10 games or so they finally klicked in and I'm way more confidant playing them now.

how to fly super dash

gearsofwar3_4_181938086591.jpg

Super dash is the dude behind cover

Obstacles are your cover

and every **** thing in the game threatening your doughnut hole is the berserker

I used to think Superdash was a joke to fly, but after seeing two of my friends struggle with it I'm gaining a wee bit of respect for good Superdash players ;)

Not only do you have to manage green maneuvers, BRs, boosts, and donut holes; but you have to be able to predict maneuvers of enemy aces at higher PS. The PS7 is a huge weakness with all the Corrans, Poes, Soontirs, Vaders, etc. flying around. And with the meta shifting towards stress again, it only gets tougher for Dash.

When you're left alone, sure it's easy to fly and ignore obstacles while shooting everything in sight. But when you're being hunted by a Soontir or Corran? There's a lot to think about compared to a PS9 YT-1300 with EU for example.

Agreed on not PTL-ing every turn. Leaving your green dial open is often worth not having a stack of tokens - because if you pull an unpredictable '1' turn or hit the gas on a long straight, you may avoid the incoming shot entirely - or at least you'll force a swarm to spread out its arcs in the hopes of getting shots on you.

In terms of opening moves, for that matter, one thing I've seen people do is K-Turn on the first turn - this automatically leaves your charging enemy chasing you, and dash loves to be chased.

Alternatively, set up in one corner facing down your board edge at the other corner.

Above all, remember, you have a weapon with full effect out to range 3 - you don't need to charge at other people - let them charge at you.

Being able to move literally wherever you want to even when "stuck" using a green maneuver makes Dash the easiest ship in the game to fly. Whenever you move into a bad position just boost and barrel roll into a good one.

Being able to move literally wherever you want to even when "stuck" using a green maneuver makes Dash the easiest ship in the game to fly. Whenever you move into a bad position just boost and barrel roll into a good one.

If you're alone on a map, yes. But when you have a Soontir or Corran chasing you? It's not that simple, mate.

Being able to move literally wherever you want to even when "stuck" using a green maneuver makes Dash the easiest ship in the game to fly. Whenever you move into a bad position just boost and barrel roll into a good one.

If you're alone on a map, yes. But when you have a Soontir or Corran chasing you? It's not that simple, mate.

or if you're a real man and don't bring EU :)

really difficult to run sans EU, but really makes for tough, satisfying games

not to suggest EU is easy-mode; only relative to no EU

Personally I don't like PtL on Dash. It shuts down most of his amazing dial and makes you more susceptible to things that cause stress (Rebel Captive, Tactician, R3-A2). The way I run Dash is with Lone Wolf, RecSpec and APL. With LW and RecSpec you get good modifiers for both attack and defense and APL solves the Soontir problem as the 2400 is an amazing blocker. APL can also scare off ships trying to get into the doughnut hole. The issues with this build is that you need to keep all friendly ships out of range 1-2 and being Dash with an HLC you want the enemy ships at range 3 and getting these ranges right takes a lot of practice. You also need to be good at setting your dial right first time, because if you need to barrel roll then you have no focus tokens for dice mods.

Being able to move literally wherever you want to even when "stuck" using a green maneuver makes Dash the easiest ship in the game to fly. Whenever you move into a bad position just boost and barrel roll into a good one.

If you're alone on a map, yes. But when you have a Soontir or Corran chasing you? It's not that simple, mate.

1.) Of course you might have a little trouble against another OP Acewing ship.

2.) Not really. Just move erratically, they still have to predict where you'll be since they actually have to get you in their arcs. Since you have a turret, it doesn't matter where you move to since you'll always have a shot they'll have no way to predict where you'll be. Then once you're out of their arc you throw your 4 dice, TL+Focus 93% to get 4/4 hits at them until you win.

First time I played Super Dash I did pretty well. It's super easy mode.

How to properly fly Dash:

step 1: take model and throw in trash

step 2: take dash pilot card and rip in 2

Being able to move literally wherever you want to even when "stuck" using a green maneuver makes Dash the easiest ship in the game to fly. Whenever you move into a bad position just boost and barrel roll into a good one.

If you're alone on a map, yes. But when you have a Soontir or Corran chasing you? It's not that simple, mate.

1.) Of course you might have a little trouble against another OP Acewing ship.

2.) Not really. Just move erratically, they still have to predict where you'll be since they actually have to get you in their arcs. Since you have a turret, it doesn't matter where you move to since you'll always have a shot they'll have no way to predict where you'll be. Then once you're out of their arc you throw your 4 dice, TL+Focus 93% to get 4/4 hits at them until you win.

First time I played Super Dash I did pretty well. It's super easy mode.

I think all new players should ignore this person.

On topic; I've been playing with the fringer as a huge barrel rolling, anti pursuit laser, blocker and its a blast. Super dash is a lot of fun to fly you just have to really know what you're doing in this meta as it's not super easy mode.

Int agent fringer is some fun stuff, and actually makes a fairly decent bouncer for Dash

no soontir wants to close on that APL block

Edited by ficklegreendice