Jump to content
Sign in to follow this  
Geoffy

Wingmen for Dengar?

Recommended Posts

Today I ran:

Dengar, PTL, engine upgrade, R4 agromech, title, and rec spec 57

Binayre pirate, feedback array x 3 32

Worked pretty. Still trying to gourd out how I want to run big guy, but I wanted to see what you all thought was good company. The mini bug zapper I took above did well. It's great to zap a phantom off the table.

Thoughts?

Share this post


Link to post
Share on other sites

2 kithrax: 40-44 pts

2 Y-wings: 48-52 pts

IG-88 with HLC, FCS, AT: 47+EPT&Illicit

The question is, what do you need to help your Dengar? Filler? Ace-nuking firepower? Another ace, in the scummy sense of the word?

(I admit, I keep trying to field Bossk as his wingman. I'm sure there's a build in there somewhere. VI, mangler, Boba, perhaps...)

Share this post


Link to post
Share on other sites

2 kithrax: 40-44 pts

2 Y-wings: 48-52 pts

IG-88 with HLC, FCS, AT: 47+EPT&Illicit

The question is, what do you need to help your Dengar? Filler? Ace-nuking firepower? Another ace, in the scummy sense of the word?

(I admit, I keep trying to field Bossk as his wingman. I'm sure there's a build in there somewhere. VI, mangler, Boba, perhaps...)

I think I'm looking mostly for filler. I love khiraxz but can't afford the two cracksun Aces I would like to take. Seems like it takes a lot to get Dengar up and running points wise

Share this post


Link to post
Share on other sites

I run a 56 to 60 point Dengar: PtL, K4 Droid, Unhinged Astromech, Title and EU at 56, adding Glitterstim and Flechette Torps when there is room.

I've tried several combos for the rest of the list and so far my best results have been with IG-88b with Adaptability, FCS, Mangler and Autothrusters at 44 points. Only disadvantage is lack of an initiative bid (to have Dengar move after Soontir and Whisper).

Out of the other stuff I've tried, only other combo I've had real success with has been a TLT Thug with R4 agromech and a z-95 at 38 points. No fancy tricks, just point effectiveness.

Edited by LordBlades

Share this post


Link to post
Share on other sites

I think I had an epiphany with regards to how to kit Dengar out. Tell me what you think...

Dengar, EXPOSE, Rec spec, R4 agromech, title

That's 10 dice at range one potentially. What you think?

Share this post


Link to post
Share on other sites

Yeah. I'm always hoping to come up with something interesting to fly with dengue but it's really hard to resist just putting 2 TLT in and calling it a day. :/.

I'd also like two tlt ya but don't have the points :(

Share this post


Link to post
Share on other sites

I think I had an epiphany with regards to how to kit Dengar out. Tell me what you think...

Dengar, EXPOSE, Rec spec, R4 agromech, title

That's 10 dice at range one potentially. What you think?

 

 

Without any modifications though and with increased vulnerability to attacks. But this did give me an idea... Opportunist.

 

Dengar (33)

Opportunist (4)

K4 Security Droid (3)

Unhinged Astromech (1)

Glitterstim (2)

Punishing One (12)

Total: 55

View in Yet Another Squad Builder

 

Gives the attacker a choice. Spend his focus on the attack or keep it to not let Opportunist pop off. Either way, its good for Dengar.

Share this post


Link to post
Share on other sites

I think I had an epiphany with regards to how to kit Dengar out. Tell me what you think...Dengar, EXPOSE, Rec spec, R4 agromech, titleThat's 10 dice at range one potentially. What you think?

  Without any modifications though and with increased vulnerability to attacks. But this did give me an idea... Opportunist. Dengar (33)Opportunist (4)K4 Security Droid (3)Unhinged Astromech (1)Glitterstim (2)Punishing One (12)Total: 55View in Yet Another Squad Builder Gives the attacker a choice. Spend his focus on the attack or keep it to not let Opportunist pop off. Either way, its good for Dengar.

Sorry I forgot. There's also experimental interface. I can expose and double focus and then spend one to have another focus and TL for my second attack. How's that sound?

Share this post


Link to post
Share on other sites

 

I think I had an epiphany with regards to how to kit Dengar out. Tell me what you think...

Dengar, EXPOSE, Rec spec, R4 agromech, title

That's 10 dice at range one potentially. What you think?

 

 

Without any modifications though and with increased vulnerability to attacks. But this did give me an idea... Opportunist.

 

Dengar (33)

Opportunist (4)

K4 Security Droid (3)

Unhinged Astromech (1)

Glitterstim (2)

Punishing One (12)

Total: 55

View in Yet Another Squad Builder

 

Gives the attacker a choice. Spend his focus on the attack or keep it to not let Opportunist pop off. Either way, its good for Dengar.

 

I'm a big advocate for Opportunist, unfortunately Dengar would only get one attack with an extra dice from it.  The second attack he'd already have stress and couldn't trigger it again.  Expose is risky, but would give both attacks +1 die.  Adding Gonk crew would help recover shields that are stripped from -1 agility as well. 

Edited by derekstanggt

Share this post


Link to post
Share on other sites

StarViper: · Guri (30)

· Lone Wolf (2)

Autothrusters (2)

· Virago (1)

Sensor Jammer (4)

Glitterstim (2)

JumpMaster 5000: · Dengar (33)

Veteran Instincts (1)

Engine Upgrade (4)

· "Gonk" (2)

· Punishing One (12)

Glitterstim (2)

· R5-P8 (3)

Is something I'm thinking of, did post a thread but didn't get much response yet.

Not sure 2 ships is the best idea in the upcoming meta but it's two ships that are annoying to deal with.

Share this post


Link to post
Share on other sites

 

 

I think I had an epiphany with regards to how to kit Dengar out. Tell me what you think...

Dengar, EXPOSE, Rec spec, R4 agromech, title

That's 10 dice at range one potentially. What you think?

 

 

Without any modifications though and with increased vulnerability to attacks. But this did give me an idea... Opportunist.

 

Dengar (33)

Opportunist (4)

K4 Security Droid (3)

Unhinged Astromech (1)

Glitterstim (2)

Punishing One (12)

Total: 55

View in Yet Another Squad Builder

 

Gives the attacker a choice. Spend his focus on the attack or keep it to not let Opportunist pop off. Either way, its good for Dengar.

 

I'm a big advocate for Opportunist, unfortunately Dengar would only get one attack with an extra dice from it.  The second attack he'd already have stress and couldn't trigger it again.  Expose is risky, but would give both attacks +1 die.  Adding Gonk crew would help recover shields that are stripped from -1 agility as well. 

 

 

 

You use the Opportunist on the 2nd attack because you will likely be shooting at a target with no tokens. Because either you've stripped them in your first attack, or they spent them attacking you. Or if they are worried about the retaliation shot, they might keep a token and not use it on the attack. Either way you get the advantage. If you catch them at range 1, you can sling 9 dice at them.

 

Looking at it again, Glitterstim doesn't have good synergy with opportunist. Probably best to drop it.

Edited by Jo Jo

Share this post


Link to post
Share on other sites

I want to try:

 

Dengar: VI, Guidance Chips, Photon Torps, Extra Mun, R4-Agromech, Stims, and K4 or Rec Spec.

Cartel Spacer: Title, Tractor Beam

2x Binayre Pirates

 

So Dengar probably moving last and firing first so I can spend a focus to get a TL for the return fire with the Torps which are powered up by Guidance chips.  The whole play is to aggressively joust with Dengar, probably kill and/or maim a couple things while the syck and z95s come in from a different angle and cause trouble.  I figure taking an evade die away from a target should help those Z95s stick some actual damage on something.

 

It probably isn't very competitive but I think it will be fun. :D

Share this post


Link to post
Share on other sites

 

Yeah. I'm always hoping to come up with something interesting to fly with dengue but it's really hard to resist just putting 2 TLT in and calling it a day. :/.

I'd also like two tlt ya but don't have the points :(

 

 

PS1 Hwk with TLT is 22 points. You can fit 2 of them with 56p Dengar.. Sure they are not the same as 2x unhinged Y-wings, but still :)

Share this post


Link to post
Share on other sites

Seriously?! Ten TL'd/focused red dice a turn and nobody else gets a hard on?

For shame my fellow scummy bums...

 

IF you're at range 1, have someone in arc, and that person choose's to shoot you.  And you reduced your own agility at the same time so you're taking more damage to die faster as well, which is rather less than ideal when you're spending that many points on  ship.

Share this post


Link to post
Share on other sites

Seriously?! Ten TL'd/focused red dice a turn and nobody else gets a hard on?

For shame my fellow scummy bums...

 

IF you're at range 1, have someone in arc, and that person choose's to shoot you.  And you reduced your own agility at the same time so you're taking more damage to die faster as well, which is rather less than ideal when you're spending that many points on  ship.

For upwards of ten damage in one turn id totally do it. You can kill most ships in the game if they roll average on their greens. Obv you have to think before you spam it but I think that kind of output can't be ignored.

Share this post


Link to post
Share on other sites

 

 

Seriously?! Ten TL'd/focused red dice a turn and nobody else gets a hard on?

For shame my fellow scummy bums...

 

IF you're at range 1, have someone in arc, and that person choose's to shoot you.  And you reduced your own agility at the same time so you're taking more damage to die faster as well, which is rather less than ideal when you're spending that many points on  ship.

For upwards of ten damage in one turn id totally do it. You can kill most ships in the game if they roll average on their greens. Obv you have to think before you spam it but I think that kind of output can't be ignored.

 

 

It's gonna seriously depend what you're up against.  Against Fel, you absolutely would need the initiative bid to make him  move first, or you're guaranteed you'll never get it set up.  Ditto whisper, except against whisper if you make them move first to ensure they can't arc-dodge, it means they ALSO get to shoot first, so now they're cloaked for defense.  You won't get it against Vader at all, or probably poe most of the time.    And you can't reposition AND get expose AND get rec specialist for your 2 focus, so you have to be able to line it up without repositioning, which makes it even harder to set up.

 

It'd be fun to do, but I doubt it'd be all that great on the whole.

Share this post


Link to post
Share on other sites

Seriously?! Ten TL'd/focused red dice a turn and nobody else gets a hard on?

For shame my fellow scummy bums...

 

IF you're at range 1, have someone in arc, and that person choose's to shoot you.  And you reduced your own agility at the same time so you're taking more damage to die faster as well, which is rather less than ideal when you're spending that many points on  ship.

For upwards of ten damage in one turn id totally do it. You can kill most ships in the game if they roll average on their greens. Obv you have to think before you spam it but I think that kind of output can't be ignored.

 

It's gonna seriously depend what you're up against.  Against Fel, you absolutely would need the initiative bid to make him  move first, or you're guaranteed you'll never get it set up.  Ditto whisper, except against whisper if you make them move first to ensure they can't arc-dodge, it means they ALSO get to shoot first, so now they're cloaked for defense.  You won't get it against Vader at all, or probably poe most of the time.    And you can't reposition AND get expose AND get rec specialist for your 2 focus, so you have to be able to line it up without repositioning, which makes it even harder to set up.

 

It'd be fun to do, but I doubt it'd be all that great on the whole.

I see what you're saying, however, for my 58 point ship, I will gladly throw 10 dice at your 40 ish phantom and likely kill it in one turn, kill fel in one turn, kill Vader in one turn, kill Poe in one turn (who will be in arc if I want him to be). I understand I don't get three actions a turn but in situations where I can kill an ace in one turn without getting shot at by everything in my opponents list I'd have to say go for it. Otherwise I can double focus and abuse the agromech or barrel roll out of dangerous situations.

Share this post


Link to post
Share on other sites

 

 

 

 

Seriously?! Ten TL'd/focused red dice a turn and nobody else gets a hard on?

For shame my fellow scummy bums...

 

IF you're at range 1, have someone in arc, and that person choose's to shoot you.  And you reduced your own agility at the same time so you're taking more damage to die faster as well, which is rather less than ideal when you're spending that many points on  ship.

For upwards of ten damage in one turn id totally do it. You can kill most ships in the game if they roll average on their greens. Obv you have to think before you spam it but I think that kind of output can't be ignored.

 

It's gonna seriously depend what you're up against.  Against Fel, you absolutely would need the initiative bid to make him  move first, or you're guaranteed you'll never get it set up.  Ditto whisper, except against whisper if you make them move first to ensure they can't arc-dodge, it means they ALSO get to shoot first, so now they're cloaked for defense.  You won't get it against Vader at all, or probably poe most of the time.    And you can't reposition AND get expose AND get rec specialist for your 2 focus, so you have to be able to line it up without repositioning, which makes it even harder to set up.

 

It'd be fun to do, but I doubt it'd be all that great on the whole.

I see what you're saying, however, for my 58 point ship, I will gladly throw 10 dice at your 40 ish phantom and likely kill it in one turn, kill fel in one turn, kill Vader in one turn, kill Poe in one turn (who will be in arc if I want him to be). I understand I don't get three actions a turn but in situations where I can kill an ace in one turn without getting shot at by everything in my opponents list I'd have to say go for it. Otherwise I can double focus and abuse the agromech or barrel roll out of dangerous situations.

 

 

Again.  Assuming you get them in range 1 AND they're dumb enough to shoot back at you while you have them range 1 in arc with expose active.  They can just....choose not to shoot dengar that round and there goes half of your attack dice you're so proud of.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...