Wingmate for Superdash?

By Sabine, in X-Wing Squad Lists

I'm finally putting together a super dash (buying a yt-2400) and was wondering what wing mates people use and how they are loaded up. My particular super dash is runs Kannan in the crew slot for increased maneuverability.

Dash Rendar (36) Push the limits (3) Heavy Laser Cannon (7) Kannan Jarrus (3) Outrider (5) Engine Upgrade (4)

58 points total

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Edited by Sabine

Well if you have Kanan then why not bring along a few extra Spectres for fun? Lothal Rebel really works well with Super Dash. Here is my usual build.

42 Lothal Rebel (35), Autoblaster Turret (2), Fire Control system (2), Hera (1), Han Solo (2)

The Lothal is a cheap, scary brick with lots of guns, throw it at the enemy and keep shooting those big primaries as long as possible before it goes down. The ABT is cheap and provides a deterrent against aces trying to pile more damage on to you at range 1. Hera ensures that you can pull red maneuvers all day long while still getting Target Locks from the FCS. Dash skirts round the Ghost dodging where possible and hosing opponent's off the Ghost's blind spots if necessary.

By the time the Ghost goes down (and it usually does), it should have done enough damage that Dash can usually mop up whatever is left.

Edited by Karhedron

Well if you have Kanan then why not bring along a few extra Spectres for fun? Lothal Rebel really works well with Super Dash. Here is my usual build.

42 Lothal Rebel (35), Autoblaster Turret (2), Fire Control system (2), Hera (1), Han Solo (2)

The Lothal is a cheap, scary brick with lots of guns, throw it at the enemy and keep shooting those big primaries as long as possible before it goes down. The ABT is cheap and provides a deterrent against aces trying to pile more damage on to you at range 1. Hera ensures that you can pull red maneuvers all day long while still getting Target Locks from the FCS. Dash skirts round the Ghost dodging where possible and hosing opponent's off the Ghost's blind spots if necessary.

By the time the Ghost goes down (and it usually does), it should have done enough damage that Dash can usually mop up whatever is left.

One issue there is I don't own the CR-90 so no Han crew. Not sure what to fill on those two points with, could leave it as is for an initiative bid I guess but PS 7 and 3 aren't exactly the kind to need uber control of initiative.

Maybe put flechette torpedoes on the lothal?

Flechettes for a bit of firepower from the rear arc are a decent choice. Nien Nunb will make it a bit easier to shed stress. Intel Agent might be a good choice to help fight against high PS Aces. It will allow you to chose the most effective Boost/BR for Dash to ensure that Aces don't get into his doughnut hole.

The main thing is that Han is not vital to the Lothal build. I find he is handy for making flexible use of the TLs but if you don't have him, you can easily put some other 1-2 point upgrade on there without compromising the ship.

Edited by Karhedron

I don't know if this is any good, but it's probably funny:

Miranda Doni (29)
Twin Laser Turret (6)
Extra Munitions (2)
Ion Pulse Missiles (3)
Ion Bombs (2)
Long-Range Scanners (0)
Total: 42
Ion Miranda can cover Dash's escape. You run Dash quickly into funny corners and if your opponent has any large or fast ships capable of chasing him, give them a little bit of Ion love.
If you prefer, you can also use Conner Nets. It's nice because Dash can move before Miranda to fly through a gap between obstacles, than Miranda can swoop into his flight path afterwards and leave a Conner Net there. If the opponent has to waste a turn or two flying around the net (which should be dropped tactfully between obstacles to create a large no-fly area) then Dash can let the HLC go crazy.

I dropped the engine on Dash and put in Chewie with nien and ptl. Used Chewie as a buffer to keep people at range 2 and 3 instead of the boost. Worked well. Only problem is Soontir can just tank out the shots coming from either ship. I think a miranda build with connernets and TLT or a boosting Jan with TLT is your best bet.

Even Soontir will struggle to consistently dodge a HLC with both TL and Focus. Granted sometimes you will not have both mods as you will need to Boost/BR or Soontir may be out of range after the Outrider has moved but overall, you should be able to make plenty of 4-dice attacks with full mods.

Let's assume you don't manage to catch Soontir at Range 2 in your front arc (probably a safe assumption given how slippery he is) means that he will have 4 green dice (SD), Autothrusters and probably a Focus and Evade token as well. On an average roll, Soontir can absorb a 4-hit attack but will burn all his tokens to do so.

This means a couple of things. Firstly he will be out of tokens meaning he will be relying naked green dice to protect himself from the rest of your fleet. If you are flying Chewie as you mentioned, that gives you another bite of the cake to try and take him out.

Secondly, a Soontir who is saving all his tokens for defense is rolling naked attack dice so your own ships will lat longer.

Thirdly, it only takes one hit getting through for Soontir to lose his Stealth Device. Your opponent's green dice only need to fail him once and he will become quite a bit less survivable.

This all changes if your opponent is running Palpatine of course as Soontir is almost unkillable while Palps is on the table. The simplest solution is not to even trying killing Soontir while Palpatine is alive. Focus on Palpatine's shuttle and burn it out of the sky as quickly as you can to remove Soontir's crutch. Falcon + Outrider should easily be able to burn down a Lambda in 2 turns of firing while staying out the Lambda's arc themselves.