What's the deal with Dash?

By thestggrwng, in X-Wing

So a PTL, EU, Kanaan, HLC, Outrider Dash is a beast. Fast maneuverable and even with the range 1 bubble, he should have enough tricks to keep at range 2-3 against aces to continue taking shots. Yet, the lists winning left and right are crack swam and Palp aces? What’s holding the Dash man back? I don’t think it’s U-boats because again he should be able to mitigate range and arcs well enough to avoid too many torpedoes.

Dash rebel has done well at quite a few regionals. Its made the cut quite a few times and i think somwone said it won a couple.

Personally, Ive been enjoying super dengar lately instead (ptl, unhinged, k4, engine). Almost as maneuverable as kanan dash (cant 4 straight and not as good at turning right) with the action efficiency of kyle dash (always get TL, then ptl for fovus and one reposition or 2 reposition). Lower attack than dash's hlc at range, but no donut hole and 4 dice at range 1. Hlc is better against other turret ships than a 3 attack primary), but dengar can just line up his ability to double tap instead. And ps9 so he can actually arcdodge aces

Dash's problem is that he is 58 points for a typical build and there is only 1 of him so he needs wingman/men.

Poe and Corran are popular and Lothal Rebel seems to be the new black. The trouble is that 2-ship builds are brittle. It is almost impossible to keep both alive and Dash gives up half points once his shields are gone. Also 2 ships will only be rolling 7-8 dice which can make taking down larger targets challenging.

DeciPhantom was a popular Imp build for a while (until the Phantom got dialled down) but Rebels don't really have a hard-to-hit ship that is the equivelent of a Phantom. A regenerating Ace is probably the next best thing although the Lothal Rebel makes a very hard hitting hammer-ship that is dangerous to ignore. Hopefully by the time the Rebel goes down, it will have done enough damage that Dash can mop up the leftovers. Alternatively, if you are playing an Ace, the Ace needs to be able to clean up the remainders if/when Dash goes down.

Dash is also an old large ship. Older large ships kinda suffer in the price department for what they do, because back then the sheer hull value alone "justified" their cost ... which it did to a degree because that was before we could pretty much guarantee 3-6 damage in a single round barring defense dice.

He feels along the lines of a uboat if you ignore the points. Moderately durable, nimble, and hits hard. But costs what 10-15pts more than the standard solo uboat build and is actually slightly outperformed? lol

So a PTL, EU, Kanaan, HLC, Outrider Dash is a beast. Fast maneuverable and even with the range 1 bubble, he should have enough tricks to keep at range 2-3 against aces to continue taking shots. Yet, the lists winning left and right are crack swam and Palp aces? What’s holding the Dash man back? I don’t think it’s U-boats because again he should be able to mitigate range and arcs well enough to avoid too many torpedoes.

ps7 and suddenly you can't do hell to palp aces.

any good for nothing booster beats you like a kid, and you can't do HELL to El Presidente.

Inquisitor can potentially out-damage you because of AT+Ability+Evade token

soooo

he's super dashingly good, but sucks against imp aces (that compose ungodly 6\10 of the meta right now)

Rebels sucks until FFG give a titel or something that lowers the squadpoints - remove 1 unused slot. Rebels should have at least 5 T-70 with R2 Astromech on pilotskill 2, similar to kiraxz swarm.

Dash is good with with HLC + title and Veteran Instinct. However, as other says, he needs some ships for distraction. I meet Dash with 2 B-Wings on pilot skill 2. My squad consist of 4 different rebel ships at pilotskill 4. I won...

ok so the usual Dengar build isnt as cheap as i thought it was compared to Dash. But, heres the issue:

Gliterstim: Failsafe incase you bump so you can still change focus results. This has saved many scum players' freakin **** butt that i know. Dash has nothing for that.

Range1 is better: Dash cant do anything in range1, while Dengar gets 4 dice.

Crits: Dash cant do crits unless he rerolls into one, Dengar can.

Security Droid: Free targetlocks? I dont think dash even has a remotely comparable perk available even at a hefty price.

Sloops: doesnt sound like much on a turreted ship but it can be the difference between a disengage and just an outskirts attack (range2-3)

Pilot Ability: This one is iffy. Dash can pull some pretty good crap because he can fly right through a rock and not care, while Dengar would risk a lot. Ive had people do this with Dash and caught me completely off guard, usually landing a kill or a heavy hit. Dengar is only in his front arc but its a free **** attack. I feel Dengar's is better but not by much.

So what does Dash have that Dengar doesnt? He doesnt give you +1 die at range3 and still throws 4 attack instead of 3. Thats it afaik. Pretty **** pathetic for the plethora of crap Dengar gets for roughly the same cost.

edit: oh, and PS9 vs PS7. Dont forget that.

Edited by Vineheart01

Rebels should have at least 5 T-70 with R2 Astromech on pilotskill 2, similar to kiraxz swarm.

That's ridiculous. A 5 point discount on a T-70 is overboard. It's got boost, way more green on it's dial, +1 PS, and what amounts to 2 more hit points (4 of which might as well be shields) compared to the Khiraxz.

Edited by WWHSD

PTL Dash with his BFF Kanan is the balls. ALWAYS take a target lock to see how far away you are, then either focus or do a barrel roll or a boost to make certain you are keeping at range 3.

Reveal white maneuver to clear stress, profit. His wingman/men can be whatever flavor you like.

JimbonX tends to suggest a lot of radical changes. If we could even field 4 Xwings with upgrades and pilot skills, it would be rather crazy since thats 12-16 dice w/o oneshot tools ala torps or burn cards.

Though he does have a point that **** near every rebel ship either has a fix along the lines of refit for awings or adding a slot like bwings, or severely needs that done. Even though its just a flatout bandaid, xwings should have the torpedo slot removed at -2pts like awings do missiles.

What happened to Dash is Palp Aces. The Inquisitor in particular is a horrible matchup for him - PS 8, Autothrusters, knife-fighting dial that helps him take up residence in the doughnut hole, modified attack dice but still keeps a full token stack for defence.

Which isn't to say Dash isn't still good - he is. It's just the preponderance of PS8/9 arc-dodgers in the meta aren't what he wants to see.

Dash has game

problem is that game is completely dependent on your maneuvering now, particularly on how well you can exploit the **** out of your ability

as mentioned, the massive influx of palp aces has flooded tables with higher PS ships that dive for the doughnut hole like cops that run the red light just before Dunkin's

the JM5ks will also annihilate Dash if you can't use obstacles to keep them from flinging torpedoes at you. You can't exactly hide at range 1 because...well, outrider and all, so all you can do is DODGE and with that fat ass, it's easier said than done

so he's great, but he's demanding as all hell in this meta

Edited by ficklegreendice

So a PTL, EU, Kanaan, HLC, Outrider Dash is a beast. Fast maneuverable and even with the range 1 bubble, he should have enough tricks to keep at range 2-3 against aces to continue taking shots. Yet, the lists winning left and right are crack swam and Palp aces? What’s holding the Dash man back? I don’t think it’s U-boats because again he should be able to mitigate range and arcs well enough to avoid too many torpedoes.

ps7 and suddenly you can't do hell to palp aces.

any good for nothing booster beats you like a kid, and you can't do HELL to El Presidente.

Inquisitor can potentially out-damage you because of AT+Ability+Evade token

soooo

he's super dashingly good, but sucks against imp aces (that compose ungodly 6\10 of the meta right now)

I think Dash/Lothal is one of the very few competitive lists rebels have at the moment. That is because the Lothal can just mad dash at Soontirs and Inquisitors and stay in range with Hera crew. Autoblaster turret or Primary weapon can even finish them off on its own. They can't ignore the Lothal and if they can't go after Dash, they will probably lose the shuttle or one ship at some point.

I see PalpAces against Dash/Lothal as a 50/50 matchup that mainly gets decided through skill.

Against U-Boats, it's more like a 40/60 thing however. You have to throw the Lothal at them while dodging them with Dash initially. If the Scum player knows what he does however he will be able to either kill the Lothal and save some torps so you can't win with Dash alone, or he just ignores the Lothal and gets the kill on Dash fast, in which case you can just not win anymore.

The antidote to U-boats (and ordnance in general) with the Lothal is Reinforced Deflectors. Although you give up the lovely FCS, it will take all 6 torpedoes to kill the Ghost with RD. That means it will take longer (more turns of the Ghost shooting at them) and they will be down to just their PWTs vs Dash.

Worst case for the Scum player they blink and split their fire meaning they fail to kill either target with their torps and have have to fall back on their PWTs. A battle of attrition between 2 dice PWTs and 4 dice primaries/HLC will usually end in the Rebels favour.

The antidote to U-boats (and ordnance in general) with the Lothal is Reinforced Deflectors. Although you give up the lovely FCS, it will take all 6 torpedoes to kill the Ghost with RD. That means it will take longer (more turns of the Ghost shooting at them) and they will be down to just their PWTs vs Dash.

Worst case for the Scum player they blink and split their fire meaning they fail to kill either target with their torps and have have to fall back on their PWTs. A battle of attrition between 2 dice PWTs and 4 dice primaries/HLC will usually end in the Rebels favour.

Or they just shoot the rebel with their primaries since it's not gonna take much more damage from the torpedoes anyway after the first couple. Probably a plasma for the first shot, then a proton once it's shields are down or almost down for the crit.

Reinforced deflectors does a lot less than FCS in the jumpmaster matchup.

Those guys are going to be able to nickel and dime you anyway, you want offense and action economy so you can K-turn effectively, not really defense.

Reinforced Deflectors can be loopholed by just giving that player initiative so he regens the shield before you take it away with Plasma Torpedoes immediately.