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Mattman7306

My Super Dash List

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Looking for criticism. Here's my list:

It's a bird! It's a plane! No, it's Super Dash! (99)

Dash Rendar (54) - YT-2400

Push The Limit (3), Heavy Laser Cannon (7), Kanan Jarrus (3), Outrider (5)

Jan Ors (33) - HWK-290

Wired (1), Twin Laser Turret (6), Nien Nunb (1)

Bandit Squadron Pilot (12) - Z-95 Headhunter

Guidance Chips (0)

The general plan is for Dash to do his thing while Bandit Sq. Pliot follows to protect the donut hole. Meanwhile, Jan Ors hangs back and snipes with TLT, using her pliot ability to give Dash a ridiculous 5 die attack or to help the Z-95 actually hit someone.

So, any thoughts on my list? My only concern is that the Z-95 may not be able to keep up with Dash.

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Dash is good although if you can scrape together an extra 4 points, he really benefits from the Engine Upgrade. It is one way to keep people out of his doughnut hole.

 

Using Jan Ors to pump up the Outrider's damage is also solid as is covering fire with the TLT. The Bandit looks like a bit of a spare wheel but I cannot think of anything better to use the points on. At least he makes a half-decent blocker.

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Dash is good although if you can scrape together an extra 4 points, he really benefits from the Engine Upgrade. It is one way to keep people out of his doughnut hole.

 

Using Jan Ors to pump up the Outrider's damage is also solid as is covering fire with the TLT. The Bandit looks like a bit of a spare wheel but I cannot think of anything better to use the points on. At least he makes a half-decent blocker.

The only way to give Dash engine upgrade would be to kill the Z-95 and beef up Jan.

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Dash is good although if you can scrape together an extra 4 points, he really benefits from the Engine Upgrade. It is one way to keep people out of his doughnut hole.

 

Using Jan Ors to pump up the Outrider's damage is also solid as is covering fire with the TLT. The Bandit looks like a bit of a spare wheel but I cannot think of anything better to use the points on. At least he makes a half-decent blocker.

The only way to give Dash engine upgrade would be to kill the Z-95 and beef up Jan.

Here's what I came up with. Still prefer my first list.

It's a bird! It's a plane! No, it's Super Dash! (98)

Dash Rendar (58) - YT-2400

Push The Limit (3), Heavy Laser Cannon (7), Kanan Jarrus (3), Outrider (5), Engine Upgrade (4)

Jan Ors (40) - HWK-290

Wired (1), Twin Laser Turret (6), Nien Nunb (1), Moldy Crow (3), Shield Upgrade (4)

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I've played a very similar list to this one.

 

Only differences being that instead of the headhunter I gave engine upgrades to both dash & Jan.

(I was also using Kyle katarn on the outrider, but only because the ghost wasn't out at that point; Kanan is vastly superior.)

Remaining points went on a title for the moldy crow.

 

If I were playing that list today, I would play the engine upgrades over the headhunter, and I would probably kit Jan out with predator instead of wired.

(one of the things that always bugged me about wired was how Jan only got half the benefit because she was always firing first.)

The headhunter is not much good for the list: It will have serious problems keeping up with the other two, and will most likely just get picked off.

 

From what I remember of playing it, it's great until you run into aces. You're quick enough to play keep-away with most ships, but once a high-ps ace makes it into the donut hole you're in a world of hurt.

Torpedo boats could also be a problem because of the high r3 damage output, that was something I never had to deal with back when I was playing around with this.

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I've played a very similar list to this one.

 

Only differences being that instead of the headhunter I gave engine upgrades to both dash & Jan.

(I was also using Kyle katarn on the outrider, but only because the ghost wasn't out at that point; Kanan is vastly superior.)

Remaining points went on a title for the moldy crow.

 

If I were playing that list today, I would play the engine upgrades over the headhunter, and I would probably kit Jan out with predator instead of wired.

(one of the things that always bugged me about wired was how Jan only got half the benefit because she was always firing first.)

The headhunter is not much good for the list: It will have serious problems keeping up with the other two, and will most likely just get picked off.

 

From what I remember of playing it, it's great until you run into aces. You're quick enough to play keep-away with most ships, but once a high-ps ace makes it into the donut hole you're in a world of hurt.

Torpedo boats could also be a problem because of the high r3 damage output, that was something I never had to deal with back when I was playing around with this.

Thanks for the input. I'm going to fly mine though. This is just for casual night. Will try your list in the future!

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Wired wont proc on Jan on her attack as she wont receive the stress token until Dash fires at PS 7 :(.  Defensive rerolls only until dash somehow gets to a higher PS.

I'm using wired because the HWK only has two agility. The more defensive boosts, the better.

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Here's my Dash/Jan. It's a lot of fun.

 

Dash Rendar (36)

+ Outrider (5)
+ Heavy Laser Cannon (7)

+ Kanan Jarrus (3)

+ Push the Limit (3)

+ Anti-Pursuit Lasers (2)

 

Jan Ors (25)

+ Twin Laser Turret (6)

+ Engine Upgrade (4)

+ Kyle Katarn (3)

+ Moldy Crow (3)

+ Predator (3)

 

Dash doesn't need Engine quite as much with Kanan aboard, and Anti-Pursuit Lasers synergize well with his more open dial. Jan can use Kyle/Crow to keep a steady supply of Focus even once in the thick of combat, or using her own Engine to stay out of trouble. Predator helps make TLT super accurate and potentially save Foci for defense. One thing that's awesome about this list is that Kanan can help Jan instead of Dash if you know Dash can get away with a green move. Suddenly you have a stressed HWK going into a hard 2 then boost!

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demoses, on 02 Aug 2016 - 12:27 PM, said:

Are there any threads for Dash and Ghost? 

 

 

Many and varied.  Assuming this wasn't sarcasm

 

My favorite to date:

 

Dash Rendar:

Lone Wolf

Prockets

Outrider

HLC

Rec Spec

Chips

 

Lothal Rebel:

ABT

FCS

APL

Hera

Han

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Are there any threads for Dash and Ghost? 

 

There have been a fair few. My favourite version goes like this and has done very well.

 

58 Dash Rendar (36), PTL (3), Kanan (3), HLC (7), Outrider (5), EU (4)

42 Lothal Rebel (35), Hera (1), San Solo (2), FCS (2), ABT (2)

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demoses, on 02 Aug 2016 - 12:27 PM, said:

Are there any threads for Dash and Ghost? 

 

 

Many and varied.  Assuming this wasn't sarcasm

 

My favorite to date:

 

Dash Rendar:

Lone Wolf

Prockets

Outrider

HLC

Rec Spec

Chips

 

Lothal Rebel:

ABT

FCS

APL

Hera

Han

 

 

 

 

Are there any threads for Dash and Ghost? 

 

There have been a fair few. My favourite version goes like this and has done very well.

 

58 Dash Rendar (36), PTL (3), Kanan (3), HLC (7), Outrider (5), EU (4)

42 Lothal Rebel (35), Hera (1), San Solo (2), FCS (2), ABT (2)

 

Not sarcasm thank you! Kinda was being Lazy since I didn't have time to search the boards for them. So in the first list I am guessing that ProRocks are for those who venture into range 1 of dash? Also thanks I was leaning towards very similar lists. I tried mangler on dash and that's just not good vs aces with their stacks of tokens. HLC is a must. And I am not too crazy about it. Need to play it more I guess.

 

Dash Rendar + Push the Limit + “Mangler” Cannon + Kanan Jarrus + Outrider (51)
Lothal Rebel + Ghost + Fire-Control System + Dorsal Turret + Extra Munitions + Plasma Torpedoes + Hera Syndulla + Ezra Bridger + Guidance Chips (49)

 

Possibly too much on the ghost. Opponents focus on dash first. I also find it hard to get the plasma off. And then there are all the tokens on aces to deal with, might be better off just adding a gunner instead of the torpedoes...

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I have found it best to keep the Ghost cheap and cheerful. In spite of its pile of hit points, it is not naturally very survivable. You can boost its survivability with upgrades and with Biggs but that starts to become a different sort of list.

 

In a Ghost/Dash list, the purpose of the Ghost is to use it as aggressively as possible. Throw it into the enemy and let those big primary guns start hurting things. Pull reds any time you need to with Hera and let the FCS  + Han cover your action economy for shooting. The ABT is there largely to discourage Aces from getting into Range 1 and gives your flanks and rear a bit of cover.

 

While the Ghost gets stuck into the furball, the Outrider skirts round the fight at range 2-3 and snipes away with the HLC. PTL + Kanan gives you awesome action economy. TL + Focus will make the most of your shooting. Boost + BR means that U-boats will have a hard time landing you in arc for torpedo shots.

 

By the time the Ghost goes down (and it usually will), the enemy fleet should be petty badly mauled and the Outrider will be able to mop up the survivors.

 

Debris fields rather than asteroids are a good choice with this list as both ships can largely ignore them. Dash does not lose his actions on Debris while the Ghost will normally have a stack of stress tokens but will be getting its TLs from the FCS anyway.

Edited by Karhedron

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No EU, no super. 

Anyway, I like to partner Dash with a lothal rebel, fcs, autoblasters, hera and chopper. Classic Rainbow Dash. 

 

The idea behind this list is that the VCX-100 is a whale which can not simply be ignored. A whale who can K-Turn every turn and pews out up to 5 dice, while creating a no flight zone around it, thanks to that autoblaster turret. This gives Dash a lot of space to fly around the VCX and abuse the VCXs fire-arc and R1 zone as cover, which then leads to opportunities to fire that HCL with TL and Focus while staying either at range 3 or even completely out of arc to enemy aces.

 

 

Against alpha strikers at the other hand that VCX might go down fast, but not without dishing out hard on its own, especially if you get a chance to bump some targets, while shoot at others. Combine this an arc dodging Dash and you have again lots of dice against your opponent to bring down fast at least one target and get to the late game with Dash. Jumpmasters for example might be able to deal with the VCX within two turns, but it takes at least 4 torps, most likely even 5 to down the VCX-100 and should be able to kill one in return. 

After that it is your 4 dice against their 2x2 dice, which gives you a significant advantage to catch up o their hp advantage. You should do 3 damage per turn, while they do 1.6 damage per turn IF you can keep them at range 3. If you manage range dodge one completely it is not even close anymore. On top of that you need only to kill one, and bring the other down to half points to win the game. Still no easy wins the list. 

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I played a game with Dash without EU and with a Mangler. It was not pretty or fun for me. I did this after reading comments so I have made changes. I really want to play these two ships so after all suggestions, the most success people have had with yt-2400 and vcx-100 are something like this:

 

Dash: PTL + HLC + Kana Jarrus + Outrider + EU (58)

 

What about for vcx-100:

 

"Chopper": RD + Hera Syndulla + "Zeb" Orrelios (42)

 

I could drop crew and add APL...

 

I could drop Chopper and add APL...

 

I know these have all been done before. 

 

Side note: Has anyone tried running "Chopper": RD + "Leebo" + R2-D2 + (Either APL or IP for the mod?) Sounds fun to represent the droids but not competitive...

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I have found that with good piloting, it is hard for JumpMasters to get a reliable torpedo alpha strike on a Ghost. If you do a 2-straight for your first move, you will still be outside Range 3 on turn 1, even if the U-boats go all ahead full. On your next turn, take a 3 or 4-straight and you should be able to pile straight into Range 1 where your primaries are maximised and you are safe from torpedoes.

 

Even if your opponent staggers his U-boats to make life harder for you, he will be lucky to get off more than one torpedo on turn 2. After that you can pull reds all game while trying to stick close to Range 1 or keep out of arc. You won't be able to manage it consistently against multiple U-boats but you will certainly break up his alpha strike and reduce him to opportunistic sniping.

 

Lothal Rebel is PS3 so if you get initiative, don't be afraid to bump a U-boat as long as you still have range to something else. Blocking their Focus is the key to destroying their action economy.

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Reinforced Deflectors vs FCS is a tough one on the Ghost as it benefits a great deal from both upgrades. I have run both and I find I tend to get the benefits from FCS more often than RD but it is a tricky decision. Against U-boats, the RDs may edge ahead but Ghost's best defense is often simply to pull multiple reds at close range making it hard for the enemy to predict where you are going to end up.

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I run the usual superdash with kanan, but with Chopper in the VCX instead of lothal, and instead of hera I go for intelligence agent.
The best defense on a VCX is blocking some of their guns while shooting at the rest. After playing with lothal for some time I felt that I blocked a lot of the time, and the stress really helps. Crackswarms and brobots are much easier to deal with when they cant kturn behind you. Plus the extra PS helps getting PS-Killed by crackswarms and other stuff in that range as well. 

Edited by ModernPenguin

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But to the topic: I have three points of critizism:

First of all: If you want to go without engine on dash, and protect him with the Z-95, you should go for Kyle Katarn instead of Kanan. Kanan is for speed, kyle, not so much. He gives a ton of action economy though! The Z-95 cannot follow the kanan build.

Secondly: Your late game mobily is pretty hampered. Consider dropping wired on Jan Ors for anti.pursuit lasers on Dash to amend for that, by punishing high pilotskill ships that can enter your donuthole, with a little block.  

Thirdly: I really like your idea with Jan Ors, but I think she is going to die in a heartbeat.. Dash isn't that mobile freak he used to be, so people won't be that scared about him, and will focus Jan. 

Edited by ModernPenguin

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Thanks all for input! Here is the final list;

It's a bird! It's a plane! No, it's Super Dash! (100)

Dash Rendar (58) - YT-2400

Push The Limit (3), Heavy Laser Cannon (7), Kanan Jarrus (3), Outrider (5), Engine Upgrade (4)

Jan Ors (42) - HWK-290

Cool Hand (1), Twin Laser Turret (6), Recon Specialist (3), Moldy Crow (3), Engine Upgrade (4)

It addresses many issues discussed (no EU on Dash, fragile Jan, useless Z-95) and I'm pretty proud of it.

The new plan is for Dash to do his thing and for Jan to build up as many focus tokens as possible so it doesn't matter if she misses her action. Whenever she's going to get destroyed, she pops cool hand for an instant evade. She still covers with TLT and boosts Dash.

Edited by Mattman7306

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God I have bad luck. Right when I make a decent list revolving around stress, BMST comes along. FML

It's not so bad. I've actually got a cool list for Dash experimenting with it:

YT-2400: · Dash Rendar (36)

· Lone Wolf (2)

Heavy Laser Cannon (7)

Anti Pursuit Laser (2)

Mercenary Copilot (2)

· Outrider (5)

Snuggling Compartments (0)

Black Market Slicer Tools (1)

VCX-100: Lothal Rebel (35)

Autoblaster Turret (2)

Accuracy Corrector (3)

· Ezra Bridger (3)

· Hera Syndulla (1)

99 points total.

Conversely, one could also swap out the Merc for a RecSpec and 100 points.

Edited by StriderZessei

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