Jump to content
Sign in to follow this  
Samurai33

How do you Dengaroo?

Recommended Posts

I wanted to give this list a go since I've been reading a lot of good about it and while I thought it looked good on paper I was underwhelmed by its performance on the table (I played against Boba and Kath)

To me it seems like you have one heavy hitter (that can only get the heaviest hits in when being attacked from the front), and one support ship that can't bring that many reds to the fight (as I assume she should be kept as safe as possible). Even a steady supply of focus tokens only gets me that far..

Granted I probably played it all wrong (especially in keeping them too close to each other so LW never really got into play) so I wanted to hear your input on how it should be played (can't find any video batreps with it) as I feel I'm missing something as to how it has gotten so good placings in competitions.

I ran it Dengaroo with LW, P1, Overclocked, Counter measures, Glitterstim, Zuckuss and Plasma. Manaroo with PTL, Recon spec, unhinged, EU and feedback.

Thanks in advance for any responses.

Share this post


Link to post
Share on other sites

How Do You Dengaroo?

 

By Dr. Seuss

 

 

How Do You Dengaroo? Why I'm glad that you asked!

 

You see, Dengarooing, is no simple task!

 

One must go left, and one must go right,

 

My my my my goodness, what an odd looking sight!

 

Palp-a-Means and YuuGoats,

 

seem to be flabbergasted the most!

 

 

 

So how you ask, do you Dengaroo?

 

Now settle down, and I'll tell you!

 

You start by going 1, 2, or maybe straight 3,

 

You see, these things start quietly,

 

But before you know it, you're Dengarooing!

 

By zipping and zooping and silly 2 slooping!

 

By crissing and crossing through debris covered mossings!

 

By Zucking and Gonking... My golly by Zonking!

 

By stiming and clocking, now no one's mynocking!

 

"BOOM!" goes one ship, and "BOOM!" goes two,

 

Your opponent doesn't seem to know what to do!

 

To chase the one, or face the other,

 

In the end, it doesn't seem to matter!

 

Because before you know it, the game is done,

 

Turns out for others, Dengarooing's no fun,

 

You say, "What's wrong? I was only slooping and Zonking!"

 

They say "No way! you were dice manipulocking!"

 

So yes, Dengarooing may be fun,

 

But perhaps it's only fun for one.

Sir, my hat is off to you. That is the best reply I have ever read. Kudos!!!!

Share this post


Link to post
Share on other sites

It is redundant but gets around hard counters to the list like Palob or Wes. It also helps reduce the amount of stress on Dengar. Against aces he will have over 20 stress, but against low agility ships he can be stress free allowing him valuable actions.

Share this post


Link to post
Share on other sites

It is redundant but gets around hard counters to the list like Palob or Wes. It also helps reduce the amount of stress on Dengar. Against aces he will have over 20 stress, but against low agility ships he can be stress free allowing him valuable actions.

 

With Lone Wolf, R5P8, Zuckuss, and CM, he really doesn't need actions himself and Manaroo is feeding him early.

Share this post


Link to post
Share on other sites

I wanted to give this list a go since I've been reading a lot of good about it and while I thought it looked good on paper I was underwhelmed by its performance on the table (I played against Boba and Kath)

To me it seems like you have one heavy hitter (that can only get the heaviest hits in when being attacked from the front), and one support ship that can't bring that many reds to the fight (as I assume she should be kept as safe as possible). Even a steady supply of focus tokens only gets me that far..

Granted I probably played it all wrong (especially in keeping them too close to each other so LW never really got into play) so I wanted to hear your input on how it should be played (can't find any video batreps with it) as I feel I'm missing something as to how it has gotten so good placings in competitions.

I ran it Dengaroo with LW, P1, Overclocked, Counter measures, Glitterstim, Zuckuss and Plasma. Manaroo with PTL, Recon spec, unhinged, EU and feedback.

Thanks in advance for any responses.

You want R5-P8 on Dengar instead of overclocked. Don't worry about hard counters like Wes Janson or Palob, not many people flying them.

Ideally you'd just run with Manaroo. Her 2 attack dice turret is garbage against most things, so you're best off feeding tokens to Dengar. If they chase after Manaroo first, then she C run away while Dengar gets free shots in.

Share this post


Link to post
Share on other sites

The number one mistake that people tend to make with a Dengaroo list is actually flying Manaroo. You don't put her in the fight. It's just a general no-no. Let her scoot around the board edge and never shoot at anyone.

 

Seriously.

 

Dengar's efficiency with the OCR4 is obscene--I think in another thread discussing it, MajorJuggler stated that his effective points value (assuming infinite focus and that he always gets his revenge shot) is over 100. He really can solo an entire squad by himself. Usually, if someone is routinely losing with Dengaroo, it seems to be because they're flying Manaroo into the fight, which allows the opponent to shoot at her and explodify her. After that, a stressed-to-hell Dengar isn't much of a threat.

Share this post


Link to post
Share on other sites

You have to fly dengar to the middle of the board, filled with debris as stated earlier, and manaroo having a trip to the edge, the set up i am using (dont know if ppl use another one) is with manaroo on the midde, dengar on the opposite corner of the opponent and then bringin manaroo to that corner and dengar to the middle of the board.

 

I am using dengar with overclocked, he is a beast, and gonk on manaroo allowing to recover the shields for turns people get to manaroo as she flies away again.

Share this post


Link to post
Share on other sites

how do you keep dengar alive then?  He may eradicate a ship, but if he takes the concentrated fire of an entire list, it seems he would die before or during a lot of his extra attacks happen at the end of the phase,after he's eaten torpedoes and everything else.

Share this post


Link to post
Share on other sites

You'd be surprised how durable 3 Agility (Countermeasures) + re-roll (Lone Wolf) + permanent Focus (Overclocked R4) can be for that one big turn. That said, I've only flown the list once and it wasn't with Overclocked.

 

So on that note, for those who fly the list, do you prefer Overclocked, with GONK on Manaroo, or R5-P8, with Recon Specialist on Manaroo? And why? I like anti-ace tech of Pistol P8, but I also giggle a little at the million-stress-pile from Zuckuss/Overclocked.

Share this post


Link to post
Share on other sites

I like OC/Zuc on Dengar and Gonk/r5p8 Manaroo. The 2 focus from the Rec spec doesn't seem to cut it sometimes since you have to shuttle both or keep both. And the Gonk helps for that turn or 2 to regen shields if needed and plink them with the droid if you can. If you have r5p8 on Dengar it's just more reason for them to not shoot him first, which you want so you can shoot back :)

Share this post


Link to post
Share on other sites

okay - hey thanks for the replies

 

Dengar - title, LW Overclock,Zuckuss, Countermeasures

Manaroo - PTL, R5P8 Gonk,

 

what do you do with the other 13 points?  How do you keep Manaroo close enough to get her target locks or do you just pass the focus and hide in the corners?

Share this post


Link to post
Share on other sites

okay - hey thanks for the replies

Dengar - title, LW Overclock,Zuckuss, Countermeasures

Manaroo - PTL, R5P8 Gonk,

what do you do with the other 13 points? How do you keep Manaroo close enough to get her target locks or do you just pass the focus and hide in the corners?

Add EU and FA toManaroo, plasmas to both, and ID to Dengar. Should be 100 on the nose

As for the TL, with Manaroo I usually Gonk and Focus the first few turns to get token count up. Then focus and boost/BR if it'll keep you out of arc. Save taking TLs until later in the game when you can't dodge and then if you can get one of your ships r2-3, pass or keep the TL depending on who's shooting. Sorta like bombs, I find a late Torpedo is often forgotten by your opponent and you blast them in the face

Edited by piznit

Share this post


Link to post
Share on other sites

how do you keep dengar alive then?  He may eradicate a ship, but if he takes the concentrated fire of an entire list, it seems he would die before or during a lot of his extra attacks happen at the end of the phase,after he's eaten torpedoes and everything else.

That's my concern too. CM will only help you once, and even with constant focus those greens can quickly let you down. I've played twice against double Firesprays now and if my dice are average or worse I struggle with bringing enough firepower to take them down before they can do Dengar in. Still have a long way to go before learning the proper way to fly this list though...

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...