Dengar w/ wingman?

By 2BitGeek, in X-Wing Squad Lists

Well, it'll likely drop after the new year but the Wave 8 ship I am most excited about is Punishing One.

I know 2-ship builds seem to be on the decline, but I keep thinking that the Jumpmaster might be the Scum version of a Dash/Corran or Vader/Decimator build.

Obviously we don't know dials, etc. on Wave 8, just curious what others thought.

I was thinking Dengar/Guri, Dengar/Talonbane, maybe Dengar/Mist Hunter, but who knows.

Well I'm no pro, but I am going to run Denny and the Zuck and call it a day! I'm really excited about the prospect of it as right now I just can't run a 2-ship list, not enough stuff! Sounds weird I know, but it's harder to do than you'd think! Dengar and Zuckuss. Should be good...

Indeed.

Personally, I'd like to have 50pt builds ready for each of the 5 big-names (using Zuckuss with 4-LOM as crew or vice-versa) so I can pair them up as I feel like it.

I have a nice bit of artwork that I got recently called "Get Solo" which I really like and It's made me want to do the bounty hunters as an epic squad.

I think Dengar should be a pretty good 'heavy wingman' - the trick will be figuring out how to use him with people. The classic Rebel and Imperial concepts don't work - you don't have regenerating shields (R2-D2 in either form, R5-P9) or the ability to consistently play around with dice results too much (The Emperor, Royal Guard TIEs).

What scum seem to excel at is one-use dirty tricks - illicit upgrades, one-use pilot abilities like crack shot...... hell, even Talonbane Cobra is sort of a one-use weapon; he's untouchable at long range, dives in for short range and unloads a 5-dice attack at range one....then usually tends to die because a Khiraxz isn't that agile and can't get it's arse around for the next exchange of fire, especially if you've used something like glitterstim.

I dunno. The one thing I can see straight off that Dengar can do better than anyone I can think off of-hand is an early-game torpedo volley. Recon Specialist, Proton Torpedos, Extra Munitions, R4 Agromech, Deadeye. You can fire a target locked torpedo, and then, when the target shoots back, you can fire your second one as a response. Very few targets will walk away from taking that much damage in one round - and you can punt them off at range 3, rather than the range 1 you need to reach for Corran's 4-dice double-tap.

The Punishing One title is nice and simple.... If not taking Dengar as a torpedo boat it's clearly too good to pass up. If you are? Not sure. Depends how easily you can stay in close, but personally I'd assume it's more or less an automatic choice, because even if you've emptied your torp tubes, you can still be getting two shots per turn with the turret.

The big problem with Dengar is the temptation of his pilot ability - if you want to use it, you need to keep someone in arc and let them get shots at you - which normally an arc dodger big ship wants to avoid doing. Certainly it doesn't play into the "chase me, chase me" tactics you usually see with Dash, Han or Chiraneau.

Dengar with Talonbane should work - paired PS9s is nice - but as noted, you have to be cagey with Talonbane - he's tough at R3 but **** fragile closer in. Maybe use Dengar to soften someone up then break off, whilst Talonbane comes in to finish them off?

With Guri..... Guri is good. If you can master using your dial and maneuver actions proactively rather than reactively, she's one of the best dogfighters going. With the Virago title in hand, she's **** hard to nail down. The key is setting her up without defaulting to push the limit and similar - she needs to be able to use her full dial, not just her green one.

Zuckuss - who knows. Mist Hunter looks like a capable little fighter, but we've not seen the details yet.

Edited by Magnus Grendel

Well I'm no pro, but I am going to run Denny and the Zuck and call it a day! I'm really excited about the prospect of it as right now I just can't run a 2-ship list, not enough stuff! Sounds weird I know, but it's harder to do than you'd think! Dengar and Zuckuss. Should be good...

That was my thought as well. I know we don't know a whole lot about either ship, but I look at that release picture with all the cards almost daily, and I can't help but feel that in some ways they were made to fly together (that's a bit of hyperbole).

It's just a really funny way to turn the 2-ship meta on its head. Usually you have a maneuverable behemoth with a turret and some agile, heavy-hitting small ship. The G-1A starfighter is probably not maneuverable, given its shields, hull, and low agility. If that list works, I'll be amazed and thrilled! But I'm definitely give a few permutations of these pilots a try!

I thought you were suggesting the EPT and was looking to be enlightened about your secret tech.

I am planning on running him with Guri. Depending on what else is released in Wave 8, the list will look something like:

Dengar (33)
Predator (3)
Recon Specialist (3)
R4 Agromech (2)
Shield Upgrade (4)
Punishing One (12)
Guri (30)
Lone Wolf (2)
Sensor Jammer (4)
Glitterstim (2)
Autothrusters (2)
Virago (1)
Total: 98
Dengar (33)
Predator (3)
Recon Specialist (3)
R4 Agromech (2)
Shield Upgrade (4)
Punishing One (12)

Predator seems a random choice - If you've got target locks spawning for free from the Agromech, and no ordnance, you're going to be spending them on rerolls..so you're not getting full mileage out of either predator or the agromech. Personally I'd stick with the recon specialist and predator and use the unhinged astromech to open up the dial.

The shield upgrade - maybe. Normally I'd say Engine Upgrade automatically on a big ship, but with his special rules, Punishing One seems to be a large ship jouster like the firespray (where Decimator/YT are Large Ship Turrets, and the Aggressor is a large ship Arc Dodger), and with agility 2 the shield upgrade may do some good. Glitterstim might be a good call on him, too.

Dengar (33)
Predator (3)
Recon Specialist (3)
R4 Agromech (2)
Shield Upgrade (4)
Punishing One (12)

Predator seems a random choice - If you've got target locks spawning for free from the Agromech, and no ordnance, you're going to be spending them on rerolls..so you're not getting full mileage out of either predator or the agromech. Personally I'd stick with the recon specialist and predator and use the unhinged astromech to open up the dial.

The shield upgrade - maybe. Normally I'd say Engine Upgrade automatically on a big ship, but with his special rules, Punishing One seems to be a large ship jouster like the firespray (where Decimator/YT are Large Ship Turrets, and the Aggressor is a large ship Arc Dodger), and with agility 2 the shield upgrade may do some good. Glitterstim might be a good call on him, too.

This is why one should not post when tired. The Shield Upgrade was a fat finger input on my phone as I transferred the list to Yet Another Squad Builder. I intended to select Engine Upgrade. As for the redundant upgrades, this is not the final state of the build. I intended to add options to the upgrades before posting, but clearly forgot. Both the Predator and the R4 Agromech offer a means of modifying both attacks. The intent is to have at least one such upgrade on the ship. Which one I select will depend on the dial for the Jump Master 5000. If the dial is a good fit, I might go with Unhinged and Predator. Otherwise, I will need to find another talent to go with the R4 Agromech.

I thought you were suggesting the EPT and was looking to be enlightened about your secret tech.

Sorry to disappoint, I refrained from using an upper-case W for that reason. I don't know what secret tech is, but if I get some I'll be sure not to post it on the forum ;)