Thread:Wazat/@comment-140.184.39.122-20171118155623/@comment-454133-20171118181444

I assume you mean Horton Salm not Corran Horn. That leaves you with 5 points unspent, which is more than you need for an initiative bid (I'm guessing you used Corran's cost by accident).

But I like the idea of your list. Two turreted ships that can take a moderate beating and dish one out too. As for suggestions:

I want to talk about Stay on Target first though, as it's an interesting dilemma. I suspect Dash does better with Veteran Instincts, but not necessarily. At PS 9 all but the top aces are acting after him, meaning he can put that amazing barrel roll (or boost from Leebo) to great use, keeping foes outside range 1. In general, repositions work best at higher PS (unless you want to block foes) and only work if you're not stressed. His ability lets him plow through obstacles (basically not caring about debris), and if he ends on an asteroid he can just roll off. This allows him to fly quite unpredictably and keep enemies out of his donut.

That said, Stay on Target does let Dash respond to blocking attempts. So I can see some value. It just could be trouble to clear that stress effectively and still stay unpredictable. "Leebo" can likewise be trouble, as a 2nd use will guarantee your opponent knows where you're going while ionized, though I suspect he could still be useful. Avoid being stressed and ionized (e.g. enemy is using Tactician) as that can hurt you for multiple rounds.

If you have Hera (Crew), she would be a much better companion to Stay on Target; that seems like a pretty decent combo. Ezra Bridger, Kyle Katarn, or especially Kanan Jarrus could also work (Kanan would really help by clearing the stress while still staying unpredictable, and he can help your wingmate; the others give you some bonus for the stress). If you instead pick VI, then Leebo could be useful; some alternatives to consider are Rey (Crew), Nien Nunb, Mercenary Copilot, C-3PO, Recon Specialist, or Weapons Engineer. Those are each interesting options for one reason or other, though Leebo can work well at PS 9 if used very judiciously.

I've seen Prockets on Dash before and they're a reasonable choice, though you should keep in mind that they only are useful if someone is in your range 1 donut hole and in your arc, which still leaves a lot of donut hole. And make sure you can get that focus action.

Countermeasures seem quite reasonable. If you have these cards, also equip them to get a 2nd or even third use out of countermeasures: Smuggling Compartment + Scavenger Crane. That can also help with your prockets, though you won't necessarily be using them all that often.

Horton with TLT is excellent, along the same lines of Dash with Outrider + HLC. That makes a great base for anything else you want to do. If you want to use bombs or torpedoes, equip Extra Munitions if you have them (but it's fine if you don't have them). R5-P9 seems like a reasonable astromech choice. R2 Astromech is a great choice too if you're short on points. Like Dash, Horton wants to run away a lot to keep foes out of his donut.

If Dash is at PS 9, then you may want to leave your fleet at 99 or 98 points for an initiative bid, to help Dash choose initiative.

Both Horton and Dash are pretty expensive so you'll want to make sure you're staying out of arc when possible, and/or really plowing damage into foes. It will hurt to lose one or the other too early, so be aware of that. If you ditched Plasma Torpedoes (3), downgraded R5-P9 to R2 Astromech (2), dropped Dash's Modification(s) (3 to 5) and Prockets (3), then that's down to 84, possibly enough points for a Z-95 or Rebel TIE or other scrub ship to act as a blocker. Whether that's a valuable trade-off is a matter of how you like to fly your ships. If you're not certain, then don't worry about it; a couple fat ships can be better than adding a 3rd that contributes too little.

I hope that helps!