Dash/vcx

By Ralgon, in X-Wing Squad Lists

How would this go in a mostly scum/rebel meta, but with very few to no torp scouts

Lothal rebel

Autoblaster turret

Advanced sensors

Zeb

Dash Rendar

Heavy laser cannon

Engine upgrade

Kanan jarrus

Outrider

99 pnts

The pair stay together to start and protect dash's range one, then the rebel blocks/rams using advanced sensors if necessary to keep actions while they both lay down a load of pain.

Edited by Ralgon

Dash looks fine, no changes needed there. My normal 42-point Ghost is built like this.

42 Lothal Rebel (35), Autoblaster turret (2), Hera (1), Fire Control System (2), Han Solo

Fire Control system is better than Advanced Sensors on a ship like the Ghost that has big primaries. With Hera, you can pull red maneuvers all day long without worrying about Stress and still get a Target Lock from the FCS. Han Solo then allows you to treat that as a Focus when shooting if that works better.

If you don't have Han Crew from the Corvette expansion then I guess you could use Zeb instead but you really want Hera onboard to take advantage of all the reds on the VCX-100's dial.

Push The Limit on Dash

I played Dash ghost and ghost was actually the weak link. But it's still a nice distraction.

Push The Limit on Dash

Wow, I am so used to seeing PTL on Dash that I failed to spot it was missing. Looking at the points though, I think that Ralgon has paid for PTL on Dash, he probably just forgot to type it into the list.

I played Dash ghost and ghost was actually the weak link. But it's still a nice distraction.

Yup, the Ghost is a big brutal brick of a ship but it melts under sustained fire. I tend to throw it at the enemy aggressively and make those big primary guns count for as long as possible. Hopefully by the time the Ghost goes down, it will have done enough damage for Dash to mop up the left overs. ;)

My bad. Ptl should be on dash, and no solo card.

I looked at fcs, but my line of thinking was if i was going to block with zeb onboard i want that tl before getting in someones face, not after throwing 5 naked dice.

On the other hand double mods would be cool.......

Well aware of the ghosts stregths and weaknesses, recently been toying with twin vcx and fat hera twin shuttle at my flgs game days to great sucess, but i want to bring something a little different to a torney at the end of the month.

OK, here is something just a little different. Adding Reinforced Deflectors goes quite a long way on a zero-agility hulk like Ghost. Losing free TLs hurts a bit but adding Nien Nunb instead of Han gives you more greens to shift stress with so you will sometimes be able to take you own TLs.

Assuming you are running with Super Dash, you also have the option of using Kanan to help shift stress on the Ghost.

42 Lothal Rebel (35), Autoblaster turret (2), Hera (1), Reinforced Deflectors(3), Nien Nunb (1)

How would this go in a mostly scum/rebel meta,

I played a similar list today - if you look across the table and see your opponent is flying Imperials, my advice is...

shake their hand, give them a 100-0 victory and find something fun to do for an hour.

Well if these 2 ships have no chance against Imperials then I am not quite sure what does. Imperials are glass cannons that rely on their agility and arc dodging to stay alive. Both ships have 4 dice attacks and can usually count on modifiers so they have a good chance of burning through your opponent's green dice.

High PS aces with Boost/BR are nasty but Ghost has autoblasters for close-range protection and if you are careful, you can at least try and keep ships out of Dash's doughnut hole. Soontir is a tough blighter, I do not deny it, but both Ghost and Dash have a good chance of getting 4 hits on him and he only needs one bad dodge roll to blow out his stealth device. After that it starts to go downhill for the Baron.

So, basically you get a modified HLC (which has cost you 12 points btw - 12 points for a viable turret - seriously?) to try and blast through high numbers of evade dice, evade counters and focus counters, all of which the Imperials seem to get easier and cheaper than these two ships get a target lock / focus, oh and they seem to generate target locks too - everything is cheaper and pulling free actions (if not 2) as well as their "normal" action. Plus your HLC is never doing crits so you're never turning off your opponents abilities / upgrades. Your opponent hoses Ghost in 3 turns max, but you're only really able to push through 1 hit per turn per ship, and you struggle to be able to get both ships to concentrate fire on one target which would enable more damage to go through. Ghost only ever seems to get 2 shots off before it dies, 3 if you're very lucky. That leaves you a Dash which might take out a ship but you're always going to lose as soon as Ghost is gone as he's receiving so much incoming.

You're almost certainly not going to win - you're only realistically gonna be looking to see how many points you lose by. You might as well go grab a coffee, read the paper and not put yourself through the frustration of hearing, "I do this so I get a free whatever", "I lost a shield so I get a free 2/3 dice shot back at Ghost", "I get a free crit out my rear arc", "I white K turn" etc, etc

If this is meant to be one of the stronger Rebel builds then, frankly, it's not worth getting Rebels out the box.

To be fair, it did ok against the Scum lists and other Rebels, so it's ideal for the OPs meta.

So, basically you get a modified HLC (which has cost you 12 points btw - 12 points for a viable turret - seriously?) to try and blast through high numbers of evade dice, evade counters and focus counters, all of which the Imperials seem to get easier and cheaper than these two ships get a target lock / focus, oh and they seem to generate target locks too - everything is cheaper and pulling free actions (if not 2) as well as their "normal" action. Plus your HLC is never doing crits so you're never turning off your opponents abilities / upgrades. Your opponent hoses Ghost in 3 turns max, but you're only really able to push through 1 hit per turn per ship, and you struggle to be able to get both ships to concentrate fire on one target which would enable more damage to go through. Ghost only ever seems to get 2 shots off before it dies, 3 if you're very lucky. That leaves you a Dash which might take out a ship but you're always going to lose as soon as Ghost is gone as he's receiving so much incoming.

You're almost certainly not going to win - you're only realistically gonna be looking to see how many points you lose by. You might as well go grab a coffee, read the paper and not put yourself through the frustration of hearing, "I do this so I get a free whatever", "I lost a shield so I get a free 2/3 dice shot back at Ghost", "I get a free crit out my rear arc", "I white K turn" etc, etc

If this is meant to be one of the stronger Rebel builds then, frankly, it's not worth getting Rebels out the box.

To be fair, it did ok against the Scum lists and other Rebels, so it's ideal for the OPs meta.

Wow, someone needs a cookie.

12 points is about right for a turret of 3+ red dice (punishing one title says hi)

Hlc's most definately can crit, when you combine it with a target lock ( used to do that regularly with moralo/k4)

Ghost in 3 turns? Possible, but i haven't had it happen yet.

As for the rest, i'll see what happens on the table. May yet just run my hera double shuttle

Well I must be reading the rules wrong as the card clearly states, immediately after rolling attack dice turn crit results into hit results. It doesn't say, unless you happen to be rerolling, in which case ignore this instruction.

I like Chewbacca with Luke better than Dash. Dash is too vulnerable to Palp Aces with only one 4 die attack and that donut hole that´s simply open to anything that´s PS8 and above. Lothal rebel with FCS and ABT is an amazing support ship but I find Dash lacking against token hoarders because he lacks gunner.

Well I must be reading the rules wrong as the card clearly states, immediately after rolling attack dice turn crit results into hit results. It doesn't say, unless you happen to be rerolling, in which case ignore this instruction.

Any crits you reroll or modify after the inital roll you keep seeing as how this happens in dice modification and after "immediately rolling attack dice"

Edited by Ralgon

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Edited by Ralgon

Thanks - that would probably have put me in a different mood on Sunday night given how many different TIEs were on 1 hull at the end of my games and alter my opinion of this list. Will have to give it another go and stand my ground when my opponent tries to deny me my rerolled crits.

*sigh*.