So… As I was playing
the Dash lists as a “Well, maybe there is something here” sort of thing and
have been fairly happy with my ARC/YT-2400 list in what was its final form with
Zeb/Intimidation on the ARC and Kannan on the YT… Well, turns out someone else saw something
that is FAR more effective.
DashRoark (197)
Dash Rendar — YT-2400 Light
Freighter
|
100
|
Trick Shot
|
1
|
Han Solo
|
12
|
Perceptive Copilot
|
10
|
Outrider
|
14
|
Rigged Cargo Chute
|
4
|
Ship
Total: 141
|
|
Half Points: 71 Threshold: 5
|
|
|
|
Roark Garnet — HWK-290 Light
Freighter
|
38
|
Squad Leader
|
4
|
Tactical Officer
|
2
|
Moldy Crow
|
12
|
Ship
Total: 56
|
|
Half Points: 28 Threshold: 3
|
Now, theirs had no Rigged Cargo for the 7 point Bid. Me? I
REALLY like the Cargo as it adds another piece of terrain that Dash at worst
ignores or at best causes Stress and additional Attack Dice for me. The ability to just drop the Cargo is huge,
and could potentially double Stress an opponent who did not see it coming. Potentially a Critical or two, but with that
being only a 1 in 8 chance, not something to count on. Great when it DOES hit,
but…
In any case, where this one seems like it breaks things is
the interaction between Roark, Han Gunner and I 7. Roark gives I 7 to Dash in the Engagement
Phase, he shoots. Then he chooses to
activate Han Gunner who also shoots at I 7.
Gets around the restrictions of not being able to shoot out of the same
Arc as the restriction specifies “cannot attack from that arc again this round”. Han IS the one Bonus Attack allowed by the
rules, so no longer a restriction. Roark
can also Coordinate an Action to Dash, allowing him to double Focus, Target
Lock, Rotate Turret, etc… Typically I
think going to Focus for the potential modification to both shots. Brutal as if I can get an “obstructed” shot
at Range 2-3 I shoot twice for 5 Dice while the Defender does not get the
additional Agility due to the Outrider Title.
Potentially erasing most things Medium Based or below before they get to
shoot…
Now, it IS a fragile combination… I 4-5 for movement, Range
1 sucks with only 3 Dice Attacks, and the whole combo hinges on the HWK
surviving and being in range/arc to give Actions and I 7 to Dash. But facing someone not prepared for it? Like I said, it could very well erase 2 Swarm
Ships each turn (thinking TIE/Z-95)…
Things like T-65 X-Wings or TIE Phantoms? If I catch them in Arc, double tap and
barring bad variance I think one just dies each turn. The Title also allows Dash to run over or
land on an Obstacle to remove a Red or Orange Token… So, Target Locks or Tractors? No thank you.
No help against I 6 of course rolling in to TL, but… I still shoot first, so…
The biggest counter play I see against it would be someone
who CAN close quickly, or just be REALLY good at Arc Dodging… Having played against some who are in fact
that good (Will and Tyler out of the Peoria are come immediately to mind), I
know it can be done… I suspect this list
will be the big fish in the small pond, but when I get to Bloomington or the
like, it will get me to the middle tables.
Not bad, just not likely to win me a big event. WILL be fun though… Maybe.
I might well go back to using the version with Norra in the ARC as that
one is just fun, not competitive… And frankly I suspect this combination (Roark/Han Gunner) will be one that gets the FAQ treatment as it seems pretty bad... Just my opinion of course, but...