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Jarval

What wingmen to use for a fully loaded Degnar?

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Is Super-Dengar as good as Super-Dash? Dengar is missing the 4D6 HLC turret (of course no donut hole instead) and I feel Dash´s ability is more useful for an arc-dodging turret ship. PS9 is however much better than PS 7 so I guess it´s hard to say.

Different playstyles. Strengths and weaknesses balance each other out.

 

Dengar:

 

+ Higher PS

+ White Segnor's

+ No donut hole

+ Ability works either as deterrent or power increase

+ 2 pts cheaper (w/o Glitterstim)

 

 

Dash:

+ extra red dice

+ easier-to-abuse ability

+ no range bonuses for opponents

+ less predictable

+ extra shield

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My next list I think I'm gonna try is basically your Dengar except with Gonk, with a loaded N'dru with Lone wolf, cluster missiles, Glitterstim, and guidance chips(who will try for a flank on the left side) and a standard Z with Concussion missiles, glitterstim, and guidance ships, who will run as kind of a wingman, but most likely closer to the centre of the board than the far right where Dengar likes to be so he can turn left. I tried running a TLT thug and the above basic Z, and it worked ok, but I wanna see what a really deadly alpha strike can do to help Dengar out.

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ive been playing around with

 

Dengar (33)

Push the Limit (3)

K4 Security Droid (3)

Unhinged Astromech (1)

Engine Upgrade (4)

Punishing One (12)

 

Binayre Pirate 12

 

Binayre Pirate 12

 

Cartel Marauder 20

 

i enjoyed how Dengar dance around, but i feel his wingmen are lacking. I wish I had A-wing like ships to dance around with like when i played Dash. 

 

I have thought about using 2 Marauders with Glitterstim, or 2 Spice Runners with TLT,  the 3 Pirates with Feedback, or even just another heavy built up ship. But i dont have enough time or people to play with to test them all out

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Is Super-Dengar as good as Super-Dash? Dengar is missing the 4D6 HLC turret (of course no donut hole instead) and I feel Dash´s ability is more useful for an arc-dodging turret ship. PS9 is however much better than PS 7 so I guess it´s hard to say.

Dengar also gets more mods on shots (a Dengar that boosts and barrel rolls can still shoot a 3 dice attack with TL from K4 Droid, which is slightly better on average than Dash's naked HLC shot in a similar situation).

IMO, Dengar is slightly better than Dash (PS9 on a super maneuverable ship matters a lot). What pushes Dash ahead are wingman. Scum had noting comparable to Poe or Corran.

Edited by LordBlades

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I'm looking forward to trying this build soon..

 

Dengar (33)

- Deadeye (1)

- Extra Munitions (2)

- Plasma Torpedoes (3)

- R4 Agromech (2)

- Punishing One (12)

 

Bossk (35)

- Veteran Instincts (1)

- "Mangler Cannon" (4)

- K4 Security Droid (3)

- Engine Upgrade (4)

 

100 points

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Im gonna try Kath with Dengar on Wednesday

+++ X Punishing Kath (100pts) +++

++ Scum (Standard) (100pts) ++

+ Firespray-31 (45pts) +

PS 7 - •Kath Scarlet (45pts) ["Mangler" Cannon (4pts), Adaptability, K4 Security Droid (3pts)]

+ JumpMaster 5000 (55pts) +

PS 9 - •Dengar (55pts) [Engine Upgrade (4pts), Push the Limit (3pts), Unhinged Astromech (1pts), •"Gonk" (2pts), •Punishing One (12pts)]

Created with BattleScribe (http://www.battlescribe.net)

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Interesting thread. I spent a bit of time trying to suss the best partner for Dengar and opted for IG88-B.

I took this combination to a tournament on Sunday. If you'd like to read the write-up, check it out here: https://zombiesquadron.net/

I'm slowly building up a bank of good 50-point builds for each of the Scum ships so I can mix and match as I fancy. Boba and Kath are both strong with Dengar, although hitting the Aces is a problem if you can't squeeze in Gunner somewhere. 4-Lom is a really strong upgrade on Boba for the cost and, as long as you maneuver well, Kath's booty cannon can do some work.

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Dengar (33)
Predator (3)
"Gonk" (2)
R5-P8 (3)
Experimental interface (3)
Punishing one (12)

total 56

Binary pirate (12)


4-Lom (27)
Fire control system (2)
Push the limit (3)


This will be my first run at testing the two new scum ships. The idea is to use "Gonk" and interface to load up shields on Dengar, while R5-P9 and predator on every counterattack punishes my opponent.

4-Lom is flown as a B-wing with the extra job of dealing out stress.

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Personaly I changed Dengar's load to 54 points and escort him with 2x ruthless freelancers

 

1)

 

Dengar — JumpMaster 5000:

Predator, Recon Specialist, R5-P8, Punishing One

 

Ruthless Freelancer — G-1A Starfighter

Ruthless Freelancer — G-1A Starfighter

 

2)

 

Dengar — JumpMaster 5000:

Predator, "Gonk", Unhinged Astromech, Experimental Interface, Punishing One

 

Ruthless Freelancer — G-1A Starfighter

Ruthless Freelancer — G-1A Starfighter

Edited by Teokrata

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How about what I like to call Love Affair:

 

Super Dengar (56)

 

Manaroo (27)

  • Opportunist (4)
  • Proton Torpedoes (4)
  • Extra Munitions (2)
  • Guidance Chips (0)
  • K4 Security Droid (3)
  • Unhinged Astromech (1)

= 41 pts

 

A combination of Torpboat and support attacker that stays relevant all game long. With 3 pts left, you can either:

 

- Upgrade ProTorps to Adv ProTorps (if you're feeling dangerous) and, optionally, switch EM for Plasma Torps to be a threat at all ranges (100 pts) 

- Give either of them Glitterstim (99 pts)

- Give Dengar Flechette Torps for the initial pass (99 pts)

 

Lots of freedom to fly, consistent threat level, some cool techs and Manaroo can help Dengar out of sticky situations. PS4 gives her the jump (no pun intended) on Wolfpack and TLT generics, which is always nice. Also, thematic squad...feels good for the roleplayers.

 

Fly them with Kenny G as soundtrack for extra hawtness.

Edited by K Genesis

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Is Super-Dengar as good as Super-Dash? Dengar is missing the 4D6 HLC turret (of course no donut hole instead) and I feel Dash´s ability is more useful for an arc-dodging turret ship. PS9 is however much better than PS 7 so I guess it´s hard to say.

Dengar also gets more mods on shots (a Dengar that boosts and barrel rolls can still shoot a 3 dice attack with TL from K4 Droid, which is slightly better on average than Dash's naked HLC shot in a similar situation).

IMO, Dengar is slightly better than Dash (PS9 on a super maneuverable ship matters a lot). What pushes Dash ahead are wingman. Scum had noting comparable to Poe or Corran.

 

Well, Dash does get a focus via Kyle Katarn (if he sheds stress) that he can modify his HLC-shot with. The problem I have with the K4 droid is that you need to be in TL-range right after your dial move. If I understand the rules correctly you can´t barrel roll or boost and then get the free target lock. Dash can get a focus via Kyle, then check if he´s in range with a TL-action, if not in range he can barrel roll or boost and then get the target lock as his last action. It´s really important in my opinion to be able to use the TL-action as a range-checker, which you can´t really do with the K4. Another slight bonus Dash gets is that he can simply "token up" by getting two focus tokens and a target lock if he doesn´t need to reposition. Dengar can only get a single focus token to go along with a target lock.

Edited by Sixter

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Not  much of a scum player, but what about running

 

Zuckuss

juke

4-lom

adv sensors

cloaking device

mist hunter

tractor beam

stygium particle accelerator

 

that is a total of 39 pints so you have 5 points to play around with on den gar.

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Another Dengar wingman idea that just occurred to me:

Contracted Scout with. Deadeye, Plasma Torps, Extra Munitions and Overcharged Agromech (32 points)

Binareye Pirate (12 point)

How does that sound?

Have flown something close to the same.

Difference being scout from the Uboat build and the Z95 is a black sun solider with concussion missile and GC

Oh and my Dengar build is only 50 Pts

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Is Super-Dengar as good as Super-Dash? Dengar is missing the 4D6 HLC turret (of course no donut hole instead) and I feel Dash´s ability is more useful for an arc-dodging turret ship. PS9 is however much better than PS 7 so I guess it´s hard to say.

Dengar also gets more mods on shots (a Dengar that boosts and barrel rolls can still shoot a 3 dice attack with TL from K4 Droid, which is slightly better on average than Dash's naked HLC shot in a similar situation).

IMO, Dengar is slightly better than Dash (PS9 on a super maneuverable ship matters a lot). What pushes Dash ahead are wingman. Scum had noting comparable to Poe or Corran.

Well, Dash does get a focus via Kyle Katarn (if he sheds stress) that he can modify his HLC-shot with. The problem I have with the K4 droid is that you need to be in TL-range right after your dial move. If I understand the rules correctly you can´t barrel roll or boost and then get the free target lock. Dash can get a focus via Kyle, then check if he´s in range with a TL-action, if not in range he can barrel roll or boost and then get the target lock as his last action. It´s really important in my opinion to be able to use the TL-action as a range-checker, which you can´t really do with the K4. Another slight bonus Dash gets is that he can simply "token up" by getting two focus tokens and a target lock if he doesn´t need to reposition. Dengar can only get a single focus token to go along with a target lock.

I was thinking more about Dash with Kanan (Kyle Dash is significantly less mobile than Unhinged Dengar), sorry for not making that clear

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I wonder if a turtling IG88C might be a good companion to Dengar:

 

IG88C/PushTheLimit/AdvancedSensors/Autothrusters

 

Yes, you don´t get the gunner effect with IG88B, but you get to turtle up with focus and evade before you clear the stress with a green manouver. Because you are IG88C you can also do some pre-movement boosting with Advanced Sensors and still end up with a focus and an evade token without stress. You are of course free to take focus and target lock when safe for maximum offense. In any case, this IG version is pretty hard to kill and can take the heat of Dengar for awhile.

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