Here is my take on the Dengar vs Admiral Chiraneau argument
Here is my take on the Dengar vs Admiral Chiraneau argument
Interesting comparison there !
One other thing to look at with the Rogues is, well, their ability to operate outside of command structure (squadron activations) by playing purely in the squadron phase. Even if Dengar lacks Rogue, bear with me for a moment here ! ![]()
Like you said about Chiraneau, het gets more economical the more squadron activations you pop. Now, Dengar not having Rogue would mean that to provide his benefit to other regular squadrons, he would need to be activated along with them. In that sense, both him and chiraneau are on the same territory.
Rather than having Dengar stuck into helping out a single fighter wing, what about using him almost purely in the squadron phase just hopping between squadron wings to provide Intel in preparation for an activation in the next turn. Arguably, Dengar has nothing special offensively (hence why he doesn't get Rogue), but because of Intel he can still move around however he pleases to go provide his buffs where they are needed (and the latter are why you pay for him).
In a game I played recently, I used my TIE Fighters to move around and engage the enemy A-Wings so that they would not be able to attack the ISD they were stuck on without killing the TIEs first (which they never did, bad luck on my opponents' part !). Not being able to contribute for 3 turns to the damage on my ISD allowed me to ensure a 5-5 rather than a loss at the rate the game was unfolding.
Now, in situations where you have multiple small carriers that each manage 2-3 squadrons (or even 1), the abilty to have someone like Dengar move about to prevent these small fighters from being pinned is a very interesting option to have. But for a single large squadron wingmanaged by a big carrier (which will pop these squadron commands anyways), Chiraneau will provide a similar ability at a lower price. Obivously, Dengar also provides Counter (rerollable due to swarm on TIE Fighters) to be even more of an annoyance so that justifies his higher price.
Has anyone used Dengar as a mobile Intel platform hopping around between multiple different fighter wings ? (for example on Victory or GSD managed wings) Or even to move around and free up independently operating Rogue squadrons ? (IIRC, in the fluff he often teams up with other bounty Hunters). I can imagine the opponent being quite traumatized when he realizes that he purposefully avoided Dengar's escort and stuck the other wing only to realize that Dengar just moves in at the end of the squadron phase and frees them up to be activated later on. That's a niche where he becomes more valuabla than Chirpy due to the fact Chirpy is likely to staick to ships with 3-5 squadrons, while Dengar can hope around off carrier builds.
I think that this can be an out of the box tactics about Dengar that many people are not going to expect and can probably surprise a few !
I use dengar as a mobile platform.
I always use dengar as a mobile platform for firesprays, especially late game where I don't want to be throwing ANY squad commands whatsoever.
I see him as an intel radius rather than a squadron. I keep him close to rhymer so I can move rhymer first to "turret" then any firesprays benefiting from heavy (who then fire) then I move him (often slightly) to free up any other firesprays to join rhymer for more shooting fun. At that point its usually round 5 and the opponent is more than welcome to waste time and activations to kill him or rhymer.
I'm sorry, I probably picked the wrong words when trying to make my point, so mobile was probably not the right choice (lost in translation there).
What I wanted to express was : rather than tying up Dengar in a ball with a general idea of where that ball will be and where it usually will land, what about using him to alternate between 2 independent fighter screens that aren't clumped up together. Hastiator put it elegantly : Dengar is a bubble of Intel, and playing him to move about different fighter wings could be interesting.
It's obviously more a question of concentration vs diffusion of force at this point.
I have used him with Rhymer in that capacity. I have two separate tie bomber wings that Rhymer moves between. Since wave 2 and Dengar this allows rhymer to shoot and move from one wing to the other wing. I still use a squadron command but no longer need Chiraneau to free up rhymer and the bombers.
I have 2 tie bomber wings made up of 3-4 squadrons. During squadron activation, activate your bombers in wing 1 to attack a ship and activate rhymer last, shoot and then move to tie bomber wing 2. During squadron phase, if wing 2 is engaged, move dengar first (he is still with wing 1) to make the enemy ships heavy and have the bombers attack the ships. So, Dengar and rhymer go between the two wings. The number of squadrons I have vary on my build but that is the general idea. It is not fool proof but it does work, timing is important.
I have used him with Rhymer in that capacity. I have two separate tie bomber wings that Rhymer moves between. Since wave 2 and Dengar this allows rhymer to shoot and move from one wing to the other wing. I still use a squadron command but no longer need Chiraneau to free up rhymer and the bombers.
I have 2 tie bomber wings made up of 3-4 squadrons. During squadron activation, activate your bombers in wing 1 to attack a ship and activate rhymer last, shoot and then move to tie bomber wing 2. During squadron phase, if wing 2 is engaged, move dengar first (he is still with wing 1) to make the enemy ships heavy and have the bombers attack the ships. So, Dengar and rhymer go between the two wings. The number of squadrons I have vary on my build but that is the general idea. It is not fool proof but it does work, timing is important.
Awesome feedback, thanks ! ![]()
So you're happy with him moving about from wing to wing ? You're satisfied to use him that way, rather than sticking with a single powerful wing ?
I always use Dengar as a mobile wing. I run two bomber wings (one of 2-3 TIE Bombers and the other of 3-4 firesprays). Both Dengar and Rhymer are used almost solely for their abilities, move rhymer first to where the team is going, then Dengar follows next. If they get a shot off here or there, great, otherwise I don't count on them throwing dice. I have been very happy with the results on the table from both.
I am happy with him moving from wing to wing. Another benefit of having two wings compared to one wing, is that anti-squadron dice can only target one squadron.
It adds more versatility to my bomber wings. He is not that powerful attack wise but him and Rhymer combination allows my bombers to shoot at ships while engaged and at medium range.
I have toyed with this using fighters but they always seem to bunch up due to the range one limitation.
Cool feedbcak thanks ! I really feel him moving between wings for some reason, just to piss off the other player and confuse his target priority ![]()