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Starscream87

Best Dengar squad?

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Im playing in a local tournament this weekend and im excited to fly Dengar, just can't choose who to take with him, so..... best squads w Dengar in your opinion? Im thinking about pairing him with Boba Fett, Kath, or Mandalonian Mercenary. Ideas?

 

 

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Dengar (33)

Push the Limit (3)

K4 Security Droid (3)

Unhinged Astromech (1)

Engine Upgrade (4)

Punishing One (12)

 

Kath Scarlet (Scum) (38)

Veteran Instincts (1)

4-LOM (1)

Engine Upgrade (4)

 

Total: 100

 


 

I have been flying this to some success. Having two large ships can be advantageous. I only lost Dengar once due to him landing in a poor place with no action. Other than that he is pretty maneuverable and you can keep his ability active most of the time. Kath helps by making your opponent choose between chasing her or staying in Dengar's arc.

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That might work. 2 ship lists are always high risk/high reward... but im used to it. Flow the "doughnut of doom" (Superdash & Corran) in my last tournament and did quite well.

 

I would swap the k4 droid for a recon specialist though

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This is the million dollar question.  So far, I have yet to see a good partner to run alongside Dengar.  

 

I think his best build (sort of like Dash having a best build) is:

PTL, unhinged, K4, engine + title = 56

 

44 remaining points is a bit awkward.  Can't quite fit Ruthless Freelancers, and if you try to take another large-based ship, you have to neuter the build, making it not really effective (Firespray and IG88 in particular).  Even YV-666 builds struggle to work well at 44 (I could see possibly Latts, but she's just too easy to get behind without engine).  

 

The only thing I can think of that might possibly be effective is:

Tel Trevura w/ deadeye, R4 agromech, boba fett, hull upgrade, proton torps & extra munitions = 43

 

Not much of an initiative bid for dengar though...

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How about Dengar/VI/Title/K4/Unhinged? That´s 50 points. Not as flexible as the 56 point Dengar, but it does have PS11 which makes the barrel roll option sweet. The K4 and unhinged should give you a target lock a lot of the time so you should be able to do consistant damage.

 

With 50 points you can fit a IG88B with the Crack Shot, FCS, HLC, Glitterstim, Autothrusters setup.

 

I feel Dengar at PS11 and the best Crack-Bot (IG88B) make up for each other weaknesses and should in any case make the Imp-Aces scared enough.

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Theres tons of options, I usually like running Bossk or Kath because they can be heavy hitters to follow up after Dengar. In this case, I think Bossk might be better as he's a little more tanky and not too much points.

 

YV-666 Bossk (35)

-Calculation (1)

-Choice of cannon Mango or HLC (4 or 7)

-Recon Spec (3)

 

Optional (but fun)

-Boba Fett (1)

-Tactician (2)

 

At its lowest, 43 points isn't bad for possible 4 hits with some crits. Although I do prefer the flavor with HLC, Boba, and tactician for 49 points. Might leave you with fewer points, but you can still have a solid Dengar nonetheless. Kath with a similar build will leave you at the same points.

 

Firespray-31 Kath (38)

-Calculation (1)

-HLC (7)

-Recon Spec (3)

 

At least 4 red die in either direction and the occasional sweet sweet 5 die for that R1 out the back. Another options I've found some success with is a hard to hit Guri. It puts them in tough situation on who to shoot which can help you utilize Dengars ability. 

 

Starviper Guri (30)

-Crackshot (1)

-Virago (1)

-Autothrusters (2)

-Sensor Jammer (4)

-Cloaking Device (2)

 

All of these seem pretty standard so its really up to you on what you prefer to fly. 

Edited by CHEEKSx36

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I've run this dengar with Talon Bane with sucess.

Kihraxz Fighter: · Talonbane Cobra (28)

Veteran Instincts (1)

Engine Upgrade (4)

Glitterstim (2)

JumpMaster 5000: · Dengar (33)

Push The Limit (3)

Extra Munitions (2)

Proton Torpedoes (4)

Engine Upgrade (4)

K4 Security Droid (3)

· Punishing One (12)

Inertial Dampeners (1)

Unhinged Astromech (1)

-- TOTAL ------- 98/100p. --

Talon Bane mostly dies hard, but not after getting his links in, and dengar is scary if he makes it to late game. You'd be surprised how many people won't shoot back if it means they have a chance to get out of arc next turn.

I want to run him with a lone wolf sensor jammer Guri, let dengar get his heavy hits in and guri mop up if dengar doesn't make it through the fight.

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I have been struggling here too. I just think that the 12 points on the extra ATT makes this list very hard to use.

 

My list is similar to Abhorson's...

Scum Large Aces: Trimmed Kath and Dengar – Ideas and criticism welcome.

 

Firespray-31: Kath Scarlet – 38
Push the Limit – 3
Gunner – 5
Engine Upgrade – 4

 

JumpMaster-5000: Dengar – 33
Adaptability – 0
Unhinged Astromech – 1
Punishing One – 12
Engine Upgrade – 4

 

Total 100

 

The idea here is to give both ships enough maneuverability to surprise someone every round.

 

I know that Engine upgrade doesn’t really lend anything to Dengar’s turret, but getting him in face to face firing arc allows him to fire back, and the EU assists there, especially with his dial.

 

Kath is Kath, she is good facing the enemy or running away, and with PTL and EU she can make turns to keep an enemy in arc while dodging those pesky asteroids. Gunner is in there because at range three misses are very possible and he works in both of her arcs.

Some other ideas I had were to drop EU on the JM5K, swap gunner and get Tactician and maybe some other useful mod on. Or to drop hinged and swap in 4-lom or greedo. 

Edited by Obsidian Leader

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I was thinking of trying this:

 

Bossk (53)
YV-666 (35), Veteran Instincts (1), “Mangler” Cannon (4), Tactician (2), K4 Security Droid (3), Outlaw Tech (2), Glitterstim (2), Engine Upgrade (4)

Dengar (46)
JumpMaster 5000 (33), Push the Limit (3), K4 Security Droid (3), Unhinged Astromech (1), Glitterstim (2), Engine Upgrade (4)

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How about Dengar/VI/Title/K4/Unhinged? That´s 50 points. Not as flexible as the 56 point Dengar, but it does have PS11 which makes the barrel roll option sweet. The K4 and unhinged should give you a target lock a lot of the time so you should be able to do consistant damage.

 

With 50 points you can fit a IG88B with the Crack Shot, FCS, HLC, Glitterstim, Autothrusters setup.

 

I feel Dengar at PS11 and the best Crack-Bot (IG88B) make up for each other weaknesses and should in any case make the Imp-Aces scared enough.

Nope.  Dengar needs engine.  Without boost, you can't escape torpedo scout firing arcs.  You can't get into Dash's donut hole so you lose the damage trade vs him.  You can't get into TLT donut holes neither, so he dies too fast to be worth his points.  He cannot keep pace with imperial boosting aces (range 1 is where he can actually kill them because autothrusters).  Barrel roll alone is simply not enough for Dengar.  Also, VI is not that important.  If you are moving first, Dengar becomes blocker against higher PS ships and you kill the blocked target with your support ship.  Therefore, support ship has to have some durability yet hit hard too.  Hence my suggestion of using Tel w/ torpedoes.

 

Another option is Guri w/ lone wolf, virago, sensor jammer & autothrusters.

 

You have enough points either to throw flechette torps on Dengar or a cloaking device on Guri and still have a good initiative bid (97 points) or take both for only a slight bid (99 points).

 

Guri is not perfect though.  She does well against torpedo scouts and twin laser turrets, but can get overwhelmed by Palp + aces.  Can Dengar finish the job in that particular matchup?  Not sure...

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3x Binayre Pirate (36):

  • Feedback Array (2)

Total: 42 pts

 

 

Bossk (35):

  • Calculation (1)
  • 4-Lom (1)
  • K4 Security Droid (3)
  • Recon Specialist (3)

Total: 43 pts

 

 

Manaroo (27):

  • Opportunist (4)
  • Advanced Proton Torpedoes (6)
  • Extra Munitions (2)
  • Guidance Chips (0)
  • K4 Security Droid (3)
  • Unhinged Astromech (1)

Total: 43 pts

 

 

Palob Godalhi (20):

  • Wired (1)
  • Twin Laser Turret (6)
  • Zuckuss (1)

Total: 28 pts

 

Kaa'to Leeachos (15):

  • Draw Their Fire (1)

Total: 16 pts

 

S.Total: 44 pts

 

 

Besides Super Guri, that's the best I've seen to hang with Super Dengar. The last squad was actually conceived last week (not entirely by me, I just helped) and flew quite alright. But we're still on the search for suitable partners and something tells me we'll only settle for something once it hits a major tournament in the hands of someone of notice.

Edited by K Genesis

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3x Binayre Pirate (36):

  • Feedback Array (2)

Total: 42 pts

 

 

Bossk (35):

  • Calculation (1)
  • 4-Lom (1)
  • Recon Specialist (3)
  • Dengar (3)

Total: 43 pts

 

 

Manaroo (27):

  • Opportunist (4)
  • Advanced Proton Torpedoes (6)
  • Extra Munitions (2)
  • Guidance Chips (0)
  • K4 Security Droid (3)
  • Unhinged Astromech (1)

Total: 43 pts

 

 

Palob Godalhi (20):

  • Wired (1)
  • Twin Laser Turret (6)
  • Zuckuss (1)

Total: 28 pts

 

Kaa'to Leeachos (15):

  • Draw Their Fire (1)

Total: 16 pts

 

S.Total: 44 pts

 

 

Besides Super Guri, that's the best I've seen to hang with Super Dengar. The last squad was actually conceived last week (not entirely by me, I just helped) and flew quite alright. But we're still on the search for suitable partners and something tells me we'll only settle for something once it hits a major tournament in the hands of someone of notice.

You can't run Dengar+Bossk with Dengar :P I REALLY like that Palob build though. I'm stealing that I think.

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3x Binayre Pirate (36):

  • Feedback Array (2)

Total: 42 pts

 

 

Bossk (35):

  • Calculation (1)
  • 4-Lom (1)
  • Recon Specialist (3)
  • Dengar (3)

Total: 43 pts

 

 

Manaroo (27):

  • Opportunist (4)
  • Advanced Proton Torpedoes (6)
  • Extra Munitions (2)
  • Guidance Chips (0)
  • K4 Security Droid (3)
  • Unhinged Astromech (1)

Total: 43 pts

 

 

Palob Godalhi (20):

  • Wired (1)
  • Twin Laser Turret (6)
  • Zuckuss (1)

Total: 28 pts

 

Kaa'to Leeachos (15):

  • Draw Their Fire (1)

Total: 16 pts

 

S.Total: 44 pts

 

 

Besides Super Guri, that's the best I've seen to hang with Super Dengar. The last squad was actually conceived last week (not entirely by me, I just helped) and flew quite alright. But we're still on the search for suitable partners and something tells me we'll only settle for something once it hits a major tournament in the hands of someone of notice.

You can't run Dengar+Bossk with Dengar :P I REALLY like that Palob build though. I'm stealing that I think.

 

 

LOL that's a K4. Edited.

And that Palob is really solid. Add Cloak for extra goodiness (not enough points with S.Dengar and Kaa'to, though).

Edited by K Genesis

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In a recent tournament I placed 5th out of 32 with Boba/Dengar.  My one loss was in large part due to poor initial placement (I realized almost right after I'd committed to it that I'd screwed up).  This isn't the exact list I went with, rather an improved one based on my experience and suggestions from an opponent who placed 6th, though it could probably be tuned more.

 

Dengar - Recon Specialist

Punishing One Title

Lone Wolf

 

Boba - Vet Instincts

4-Lom

Engine Upgrade

Autoblaster

 

I had played with engine upgrade on Dengar but found that Boba needed it more, especially for his sweet pilot ability.  Paired with Autoblaster it can wreck some ships.  Dengar also has plenty of other great actions, I found the double focus from Recon Specialist particularly useful on the turns where I lined someone up in my arc who was likely to attack.  The lone wolf gives Dengar just a bit more survivability which Boba gets from being at range one with people.

 

https://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!171:98,-1,-1,38,-1,-1:29:-1:;116:27,35,-1,173,-1,-1:-1:3:&sn=Unnamed%20Squadron

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I've been meaning to give this a go:

 

46 Dengar w/ Deadeye, Plasma, EM, Recon, R4-Agro, Glitterstim, Chips.

54 Tel w/ Predator, Boba, R5P8, Feedback, Hull, Punishing One.

 

Dengar jousts, and with glitterstim and recon he can fire both his torpedoes, and probably tank the first engagement pretty well. After that he's a much less appealing target and he can focus on surviving. Tel is the endgame ship that can beat aces, and most other things. I prefer Tel with the title, as he/she is way tankier and doesn't have to bother keeping arc to leverage the his/her pilot ability.

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My buddy was using a double Falcon hump build (Chewie/Lando) that I was having some problems with the last few games we played.  I brought these two and it felt like I was cheating.

 

Dengar (33)
Push the Limit (3)
K4 Security Droid (3)
Unhinged Astromech (1)
Engine Upgrade (4)
Punishing One (12)

Moralo Eval (34)
Heavy Laser Cannon (7)
Greedo (1)
Boba Fett (1)
Maneuvering Fins (1)

Total: 100

View in Yet Another Squad Builder

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Ya I like that Super-Dengar build quite a bit Traut, I haven't been satisfied with his wingmen though, and I actually ran a Dengar+Zuckuss+4-LOM morallo with HLC with Kath that was unfairly effective today. My two games were Triple Imp Aces(Carnor, Inquisitor and Whisper) and a Chopperghost+Ezra Phantom+Tycho build. I had some very good dice and pulled a victory out of the ghost match, and almost won against the Imp aces. Only lost because it had been a while since running the YV and I forgot I had Inertials.

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I've been meaning to give this a go:

 

46 Dengar w/ Deadeye, Plasma, EM, Recon, R4-Agro, Glitterstim, Chips.

54 Tel w/ Predator, Boba, R5P8, Feedback, Hull, Punishing One.

 

Dengar jousts, and with glitterstim and recon he can fire both his torpedoes, and probably tank the first engagement pretty well. After that he's a much less appealing target and he can focus on surviving. Tel is the endgame ship that can beat aces, and most other things. I prefer Tel with the title, as he/she is way tankier and doesn't have to bother keeping arc to leverage the his/her pilot ability.

Finally a list that has potential!

 

Of all the lists in this thread, this one looks the best so far.  I think I still like my Dengar + Tel better though, because you have no engine and therefore some matchups will be tough.  Once Dengar goes down, Tel built that way can't beat Corran or Dash and palp+aces might still be a struggle, although I am less sure on that one...

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Dengar (33)
PTL(3)
K4 Security(3)
Unhinged Astromech(1)
Punishing One(12)
EU(4)
 
Bossk (35)
Predator(3)
Mangler(4)
4-LOM(1)
Boba(1)
Zackuss(1)

 

I was considering this actually. I feel like Bossk will be doing ALOT of damage if he can get something in his main arc, but is really lackluster if they're in the side arc. Plus it has no initiative bid for Dengar which is KEY when you're running him loaded like that, he needs to be able to outmaneuver other super-aces.

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I would try this, but i think its not really strong :

 

Dengar + Predator + Recon Specialist +Unhinged Astro.+Inertial Dampeners+ Title 

 

Kath + Predator + Boba Fett + Engine

 

99 p.

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I'm 3-0 with this:

 

Dengar & Suns 100 Points:

 

Dengar w/ Adaptability +1, Title, Rec Spec, R4-Agromech

 

Black Sun Soldier w/ Proton Rockets, Guidance Chips

 

Black Sun Soldier w/ Concussion Missile, Guidance Chips

 

Black Sun Soldier w/ Concussion Missile, Guidance Chips

 

 

Dengar has PS10 so you are likely to have the PS advantage against most lists, the Soldiers being PS3 means you can take advantage of the simultaneous fire rule against U-boats.  The Z95s fly in a wedge with the Proton Rocket BSS up front while Dengar sets up to try and flank.  Slow roll the Headhunters to get just outside of range 3 and on the following turn jam the front one in your opponent's way to try and block while the other two move up slow to grab their target locks.  Even if the block isn't successful you are giving you opponent a difficult decision; shoot at the range 2 or, hopefully, 3 Zeds with slightly better missiles or the easier to hit guy right in their face who also has a nasty missile.  Once they loose their missiles and soften up or destroy a few ships use them to block and get into annoying spots for your opponent while Dengar does his thing.  Rec-Spec + R4 are great on Dengar, shoot something that is likely to shoot you back and you have a TL for your second attack.  Alternatively you have two Focus tokens which helps keep him alive longer.  Dengar is the closer here so don't commit him too early, if you opponent goes after him run away toward the Zeds so they can get their missiles off.

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I was testing duo dengar bossk on last local store rly great opportunity to test more my squad list witch looks like that:

 

Dengar with PTL/EU/K4/Title/unhinged  (56)

Bossk with Calculation/Mangler/Boba/Greedo/Outlaw Tech (44)

 

It works fine but there was one big issue like back of Bossk with many fast imperial Tie's other ships it was rly bad because of that.

After all off that when i come back home i was thinking how i can chcange bossk to another ship. Maybe Kath but have no idea now with what ? or maybe some other small ships.

Have you any ideas?

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It might be worth moving the engine upgrade to Bossk.  Dengar has a lot of great movement options to begin with from the dial and barrel roll.  The boost is nice but you might see better results on bossk and you'd likely be using it more to get turned around when you wouldn't have clear shots and want the focus.  Also Outlaw/Calculation is great and Mangler is great but they kinda tread on each other's toes.  You might be better off using those points for something else.

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I had a blast flying this against an Imperial Acesx3 list this weekend...

 

Dengar 33
Push the Limit 3
K4 Security Droid 3
Unhinged Astromech 1
Engine Upgrade 4
Punishing One 12
Ship Total: 56
 
Moralo Eval 34
"Mangler" Cannon 4
Boba Fett 1
K4 Security Droid 3
"Gonk" 2
Ship Total: 44

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