generics vs. arc-dodging PWTs

By Quarrel, in X-Wing

me:
Dash Rendar + Outrider, Heavy Laser Cannon, Engine Upgrade, Push the Limit, Kanan Jarrus
58 pts

you:
4x Rookie Pilot + R2 Astromech, Integrated Astromech
88 pts

How would you go about beating me?

spread out, fly slow. dash can arc dodge, but 12 attack dice will hurt a bit. really your aceis specifically designed to slaughter jousters though, so its kindof a bad matchup. that said, ive beat Dash/Han with 5 kihraxz fighters. just accept theyre gonna die and make those death count, and the 4 x-wings can win

stagger squadron, 1 in front, 3 loose formation behind, try to catch you so you bump 1 rookie and I range 1 atk you with at least 2, 3 would be fantastic.

12 minutes ago, Vontoothskie said:

dash can arc dodge, but 12 attack dice will hurt a bit.

Well, yes. Which is why Dash dodges arcs and never actually gets shot at by 12 dice in one turn, at least in my experience. Thus the thought experiment.

(A real game would be even harder, since there'd be another ship on Dash's side and the very real possibility that one of the realistically-at-most-3-and-possibly-fewer X-wings that actually have arc on Dash dies before firing).

Edited by Quarrel

In this strange scenario when you ONLY have Dash. It will take him at least 2 rounds to kill an x-wing, with a good chance at taking 3 or more since it's not likely he's taking focus and TL each round. Probably just focus or neither if he's really trying to arc dodge.

With 4 ships the opponent should get a block in at some point which likely decides the game. Even if they don't all those 3-4 dice attacks will wear him down eventually, even if there's only 2 x-wings shooting a round on average.

1 hour ago, Quarrel said:

Well, yes. Which is why Dash dodges arcs and never actually gets shot at by 12 dice in one turn, at least in my experience. Thus the thought experiment.

(A real game would be even harder, since there'd be another ship on Dash's side and the very real possibility that one of the realistically-at-most-3-and-possibly-fewer X-wings that actually have arc on Dash dies before firing).

you picked 4 of the worst ship in the game(not counting U-wing) and pitted them against one of the best, fully teched out, with upgrades specifically designed to counter the crappy squad. Not sure what answers you are trying to get, but yeah the undercosted monster ace is probably gonna win if he has a friend.

you specifically said it was a 4 vs 1 though. whatever. if your point was that arc dodging turrets are good, then yeah, of course. The YT2400 is my favorite rebel ship hands down

1 hour ago, markcsoul said:

In this strange scenario when you ONLY have Dash. It will take him at least 2 rounds to kill an x-wing, with a good chance at taking 3 or more since it's not likely he's taking focus and TL each round. Probably just focus or neither if he's really trying to arc dodge.

With 4 ships the opponent should get a block in at some point which likely decides the game. Even if they don't all those 3-4 dice attacks will wear him down eventually, even if there's only 2 x-wings shooting a round on average.

exactly in the minimum 8 rounds of combat it takes dash to kill everyone, he cant take more than 1 damage a turn. thats really, really unlikely.

At 30 more points hopefully the Rookies can win this. It's tough though, especially dash's ability to ignore rocks and debris make him really slippery to try to pin down. Try for blocks, stay away from the rocks, or hey- final salvo 12 dice vs 2 would win!

If the rookies can just get 4 or 5 range 1-2 TL+focus shots in at Dash before they are all dead they should be able to take him out. They will require an absolute minimum of 8 rounds of perfect fire to kill, so it's not hopeless for them if you can get arcs on PtL dash. 4 arcs is a lot of ground covered, even for dash, he probably can't avoid all of them forever.

5 hours ago, FlyingAnchors said:

stagger squadron, 1 in front, 3 loose formation behind

How far apart and behind?

3 hours ago, Vontoothskie said:

Not sure what answers you are trying to get

Something that lets me fare well when I have ships in my list that have neither a turret nor a PS of 10+. Fielding Quickdraw or Dengar is good but the game gets boring flying the same 5 or 6 ships over and over, yet when I try something with a fixed arc I get one round of shooting with half my list then he's behind me forever.

In my experience, Lone wolf/rey Dash is far superior in these kinds of things. For one, your defense goes through the roof. A good Dash player should easily be able to have only 1-2 rookies shooting at him, at range 3, per turn. In other words. He'll rarely take a single point of damage, and will do 3 or so damage in return.

Even if the rookies get some decent damage in, as soon as 2 die it's all over, since Dash can arc-dodge 2 Rookies indefinitely.

[edit] If you're the Rookie player - fortress in a corner. There is less shame in it than running a flipping fat turret in the first place. You can also give each of the rookies plasma torpedoes to round out the list, which could help considerably.

Edited by Astech

Bombs, bombs and more bombs!

oh wait, you chose X-wings. Generic X-wings. Well FAQ it, might as well give up now.

actually I would try to block as best I could and find that donut hole. I would probably lose 2 ships pretty early but there's a small chance of catching him at least once and MAYBE doing enough damage to save the day.

Dash and Kanan must have pissed off some Partisan-like Rebel cell for them to send fighters after them like that.

19 hours ago, Quarrel said:

How far apart and behind?

no more than a barrel roll's length (small base apart), but ideally I anticipate your move with the point man, so the others are staggered at speed's 2,3,and 4 and then close to range 1 after you bump with dash. so hopefully you'll bump one of the others if I guess wrong. Best case secnario I get you to bump the front guy and i'm rolling 12 dice against you in range one. or you hit one of the others and i'm attacking with at least 1 X-wing. Worst case you over shoot all of them and then get to pick one of them apart with the HLC.

Scenario done in the past! I've flown four T-65s in various configurations and ships like Dash and Jumpmasters are a royal pain.

Solutions:

  • Loose formation, roughly at the range one band in various positions to cover each other. I will never get the 12 dice on target but rarely have zero.
  • Turn toward where Dash is going, not where he is.
  • Open up the rocks on placement... Dash uses the rocks too well and T-65s are too limited by them.
  • Go for blocks!

Fortressing doesn't work so hot against a heavy laser cannon. Range three out of arc sucks.

You are in for a VERY rough go if the Dash player is good. T-65s are sorely handicapped in this scenario.

Eco Dash will do better against this list than rainbow dash. For 53 points you can run Eco Dash with rigged cargo chute which will add more debris to the mix. He will also be better at defense and offense.

Edited by Salsashark
spelling

Should be fairly easy to corral, spread asteroids wide and cost a wide net, if you get 2 shots per turn you should win the damage race. It'll hurt, but it's doable.

On 9/9/2017 at 7:23 AM, GrimmyV said:

Bombs, bombs and more bombs!

oh wait, you chose X-wings. Generic X-wings. Well FAQ it, might as well give up now.

actually I would try to block as best I could and find that donut hole. I would probably lose 2 ships pretty early but there's a small chance of catching him at least once and MAYBE doing enough damage to save the day.

Dash and Kanan must have pissed off some Partisan-like Rebel cell for them to send fighters after them like that.

You give up too easily. I flew vs Rey, Dash and Finn in the TFA Falcon with Jan Ors, Title and TLT as a wingman with 3 PS8 T-70s. The guy I flew against is very strong and wins about 75% of the games weve played.

Careful play and some favorable dice, the game will be close but winnable.

17 hours ago, LagJanson said:

Scenario done in the past! I've flown four T-65s in various configurations and ships like Dash and Jumpmasters are a royal pain.

Solutions:

  • Loose formation, roughly at the range one band in various positions to cover each other. I will never get the 12 dice on target but rarely have zero.
  • Turn toward where Dash is going, not where he is.
  • Open up the rocks on placement... Dash uses the rocks too well and T-65s are too limited by them.
  • Go for blocks!

Fortressing doesn't work so hot against a heavy laser cannon. Range three out of arc sucks.

You are in for a VERY rough go if the Dash player is good. T-65s are sorely handicapped in this scenario.

This. I've not played Dash with 4 X-wings, but I have with 8 generic TIE fighters and 5 generic Strikers, and it's definitely a case of 'wide obstacle field, split up, run a dragnet' and above all 'get in front of him'. Chase him in a tight block and you'll get murdered.

Well, in this particular scenario, Dash is running the risk of being encircled. A four-on-one-advantage isn't easy to dodge out of, especially at long range.

Let's say you're only getting shot at by 9 dice each round, how long can Dash's 10 Points of health realistically hold? Should it come to that, this is the exact time frame you have to kill two rookies at least.

1 minute ago, DampfGecko said:

Well, in this particular scenario, Dash is running the risk of being encircled. A four-on-one-advantage isn't easy to dodge out of, especially at long range.

Let's say you're only getting shot at by 9 dice each round, how long can Dash's 10 Points of health realistically hold? Should it come to that, this is the exact time frame you have to kill two rookies at least.

If Dash is getting hit with even 9 dice he's probably doing it wrong.

Best hope for four generics, especially without repositioning options, versus Dash is one or two arcs on target at range 3. So he's probably taking 3 dice with 3 dice himself, and it'll take them around 3 attacks each to die, assuming they're willing to spend their focus tokens to do it. So Dash will be taking fire at range 3 probably without mods on their part on with mods on his part, which means he's pretty likely not to take damage at all.

It's also worth noting that the current gold standard for Dash isn't PTL Kanan Engine anymore, it's Lone Wolf Rey.

I'd be pretty surprised if the X Wings even stripped the shields off Dash before all dying, assuming players of equal ability.

For a start give them R2 units and IA. It'll help ;) next, drop one and take a stressbot y-wing or Braylen or something (or even stick it in an x-wing if you really must!). Once you limit Dash's maneuvers and dodging potential he collapses like a soggy paper bag :)

3 minutes ago, Estarriol said:

For a start give them R2 units and IA. It'll help ;) next, drop one and take a stressbot y-wing or Braylen or something (or even stick it in an x-wing if you really must!). Once you limit Dash's maneuvers and dodging potential he collapses like a soggy paper bag :)

Did you real the OP? They already have R2s and IA...

4 minutes ago, thespaceinvader said:

Did you real the OP? They already have R2s and IA...

Ah, the curse of skim reading. ;)

I've actually played this kind of game and Dash is beatable. I remember when i started beating a bunch of Dash/Han builds with generic swarms(5 Z-95s and a slaver with bossk/gunner/tactician). You have to be looking to block his better moves and play a long game.

Even if he boosts and barrel rolls, with Kanan it means he doesn't get a modified attack.

Edited by Panzeh