Wingmen for Dash

By Rettere, in X-Wing Squad Lists

So, I've been flying a lot of Poe as wingman for Dash, and Corran a couple of times, but lately I've been thinking about fitting two ships in alongside Dash. I'm looking at a 52 point eco dash with Rey, LW, and HLC with the title. here are my thoughts for 48pts worth of wingmen:

Two Gold Y-wings with TLT

Two gold ywings with ion turrets, and one with R3-A2

Two b-wings with FCS

One gold squad ywing with TLT and r3a2, plus a HWK rebel operative with TLT.

So far I have run the first of these and had fun and did a fair amount of damage. But I like the idea of mixing in some stress and ion control. Or maybe even running some crazy ordnance list. Any suggestions? Again, looking for two wingmen so they need to be on the cheap side!


A few of my suggestions don't fill the points. If you have it, giving Dash Snuggling Compartments and Rigged Cargo Chute is pretty cool. He can mostly ignore the debris cloud because Dash, and has the potential to be a reasonable defensive card, likely adding a green die against anyone chasing or forcing them to fly through debris and lose actions.

//

For ordnance, you'd probably be stuck with Z-95s (I don't like Torpedo Y-Wings). You could get three Talas: two with Cruise Missiles one with XX-23 S-Thread Tracers for 46 points, or 3x Cruise for 48. Ion Pulse could also work in place of Cruise.

A no-missiles Jake Farrell with Intensity, Autothrusters, either Veteran Instincts or Adaptability is 26 or 27 points. That could fit along side... A Gold Y-Wing with R4-D6 and Autoblaster Turret? 21 or 22 points doesn't leave a lot of room.

There are at least two other fun A-Wing builds: Greens with either Snap Shot and Juke, or Wired and Push the Limit. Juke/Snap can be a threat to control space and get in chip damage (2 unmodified dice isn't strong, but against unmodified defense dice and Juke it gets better).

For 23 points, I think a Rookie Pilot with R3-A2 is great, or a Blue T-70 with the same droid is 26.

I'm also fascinated by Dorsal Turret title Y-Wings. You could get 2x Grey with R2 Astromech for 48 points. That's potentially 12 attack dice thrown at range 1 from just two ships. It'd be hard to pull off, though.

I keep thinking of more Y-Wings. Gold with R2 Astromech, Autoblaster Turret, and Vectored Thrusters are 23 points apiece, so two of those would fit easily. That could be a potent zone-control tool. Opponents have to fly out or get wood-chippered. They are kind of outdated, though, and stronger against high-agility, high-modification ships.

//

So this is total un-organized spaghetti. Throw it at the wall, see what sticks.

Out of your options, I think TLT Ys are the best choice. They're tough and hard to deal with. Plus, they can all fly far apart and still be effective, while splitting your enemy's focus. 2 Snap/Juke GSPs would also be excellent choices, they're kinda tough to pin down, sneaky, plentiful potential damage, though they take more skill to fly.

13 hours ago, theBitterFig said:

If you have it, giving Dash Snuggling Compartments

I love snuggling compartments

1 hour ago, stormblest said:

I love snuggling compartments

Asked and answered.

Snuggling_Compartment.png

9 minutes ago, theBitterFig said:

Asked and answered.

Snuggling_Compartment.png

Bahahahahahaha! Thanks for this!

Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Snap Shot (2)
Autothrusters (2)
A-Wing Test Pilot (0)

Dash Rendar (36)
Lone Wolf (2)
Heavy Laser Cannon (7)
Rey (2)
Outrider (5)

Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Snap Shot (2)
Autothrusters (2)
A-Wing Test Pilot (0)

Total: 98

View in Yet Another Squad Builder

I've been meaning to give this a whirl for a while. I LOVE A-Wings and the snap/juke green squadie is probably my most used ship in the game, they can be very dangerous and are an unexpected force. Especially in the snap/juke combo.

How would you fly the A-wings in this build? It seems like it would be hard to use A-wings to protect Dash's donut without turning off Lone Wolf... but the TLT (or maybe U-wing/B-wing) seems ideal for such a task.

area denial. use the A-Wings to cut off the routes to the donut, or to intercept them. I would probably use the A-Wings to lead and have Dash in behind. Would be a bit trickier to maintain range, but if you can keep dash at R3 and A-Wings at R1 chances are LW will still proc.

So I ran this list last night - it was really fun. I was up against an experimental Talonbane/Thweek/Feen Rau list, and basically spent the entirety of two matches alternating between wishing I had TLT's and being extremely grateful I had ion cannons once the aces got in close to my Y-wings. First game the Y's got caught from the side so I didn't give out any stress and they were burned down in exchange for Fenn Rau and minor damage on the Talonbane, then Dash cleaned up. Second game had a double-bump where Fenn hit one Y-wing and Talonbane hit the other Y-wing, so all my ships got shots while his got none, and that was basically game. Only once did I get the holy grail of ion+stress on the same ship.

I am actually now thinking about adding BTL to the stress Y, dropping the non-stress Y-wing and replacing it with a HWK with a TLT, hopefully to get the best of both worlds. I will say that the Y-wings provide a beefy distraction from Dash (beefier than Corran Horn would be, who I have found gets burned down fast by ordnance).

• Dash Rendar - YT-2400 - Lone Wolf - Heavy Laser Cannon - Rey - Outrider (52)

• Gold Squadron Pilot - Y-wing - R3-A2 - Ion Cannon Turret (25)

• Gold Squadron Pilot - Y-wing - Ion Cannon Turret (23)

I would say the Golds with Ion honestly.

I ran a Chewie with predator, and Luke and two TLT Y's and it worked great, went 6-0 the first day at worlds 2016. But it worked because the Y's circled the outside while Chewie was inside taking range 1 shots. This list needs dash doing the shooting from the outside. so, the Y wings need to be inside fighting up close. I would do two Golds with ion, title and R2 Astromechs. give them a little more maneuverability. The opponent will have to deal with Ywings which take forever to drop and with the ion, they won't be able to just ignore them. this means that Dash should be able to clean up whatever is left after the Y's fall.

Lowhhrick (28)
Expertise (4)
Tactician (2)

Captain Rex (14)

Total: 48

Your opponent will have no choice but to deal with these two bastards first. Cant be having rex drop attack power, and Lowhhrick just helps rex survive.