Dodging Dengar vs Tel the Tank

By RogerWilco15, in X-Wing Squad Lists

Hey guys, I have two very different 'fat' Jumpmaster lists here and I'd appreciate any help refining or just choosing which one has the better chance of functioning well.

1. Dodging Dengar

This list revolves around a maneuverable arc-dodging Dengar with some movement freedom and action efficiency. 4-LOM adds another good target for the enemy and an element of control (stress, tractor beam) to help Dengar do his thing. The ships seem great but they both have a lot of points built up on them, and it's only two ships. I'm not attached to the torpedo choice on Dengar.

61 · Dengar (33)

Push the Limit (3)

Plasma Torpedoes (3)

Engine Upgrade (4)

K4 Security Droid (3)

· Punishing One (12)

Glitterstim (2)

Unhinged Astromech (1)

39 · 4-LOM (27)

Push The Limit (3)

Fire Control System (2)

Engine Upgrade (4)

Outlaw Tech (2)

· Mist Hunter (0)

Tractor Beam (1)

100

2. Tel the Tank

This list isn't as vulnerable as the first with 3 ships and a regenerating Tel. Xizor gets a bullet sponge who isn't as affected by the damage. I think Xizor is more capable than 4-LOM in the previous list. I'm bummed there isn't room for the Z to take Feedback Array, though.

51 · Tel Trevura (30)

Predator (3)

· Experimental Interface (3)

· "Gonk" (2)

· Punishing One (12)

Unhinged Astromech (1)

37 · Prince Xizor (31)

Veteran Instincts (1)

Autothrusters (2)

· Virago (1)

Fire Control System (2)

12 Binayre Pirate (12)

100

Edited by RogerWilco15

I put PTL on Tel with hull upgrade and salvaged astromech. PTL off Gonk and discard day killers like major hull breach. The Bobba with Dengar crew for a two ship build.

I'd concur with Hull on Tel, but I'm inclined to Lone Wolf being nice for him. Gives him some defensive rerolls to help with the tankiness, and keeps the offense up. I don't really think GONK demands extra actions when the JM5k can slow-roll effectively and break and run effectively if it needs to.

The reason I like EI is you can do a single turn shield regen, which can't be done with PtL. I think Hull Upgrade is a must if you don't have Gonk because it's such a bargain, but EI is better if you are using Gonk.

I see the lure of putting hull on tel. I rahter like deadmans switch instead: Tel dies and the switch and his ability proc. the damage fromt he switch kills him again which triggers the switch again. everything at range 1 takes 2 damage

I see the lure of putting hull on tel. I rahter like deadmans switch instead: Tel dies and the switch and his ability proc. the damage fromt he switch kills him again which triggers the switch again. everything at range 1 takes 2 damage

So aside from the difference in our mod choices, do you guys think the Tel list is better than the Dengar one?

I see the lure of putting hull on tel. I rahter like deadmans switch instead: Tel dies and the switch and his ability proc. the damage fromt he switch kills him again which triggers the switch again. everything at range 1 takes 2 damage

Dead man's switch only procs when Tel is destroyed, and Tel's ability procs when Tel 'would be destroyed', so unfortunately that doesn't work.

So aside from the difference in our mod choices, do you guys think the Tel list is better than the Dengar one?

Um yes it does. check the forum board

I see the lure of putting hull on tel. I rahter like deadmans switch instead: Tel dies and the switch and his ability proc. the damage fromt he switch kills him again which triggers the switch again. everything at range 1 takes 2 damage

Dead man's switch only procs when Tel is destroyed, and Tel's ability procs when Tel 'would be destroyed', so unfortunately that doesn't work.

So aside from the difference in our mod choices, do you guys think the Tel list is better than the Dengar one?

Um yes it does. check the forum board

The concept for 2nd list is interesting. But regen of 1 shield per turn while sacrificing defensive actions may not be good trade. If the enemy focuses fire on token-less Tel, he won't last long. You could argue that it isn't mandatory to do both Gonk actions each turn but if not, PtL and hull upgrade offer more defense. You just stack shields on Gonk in early game.

I like that offense is helped by predator in your build though...perhaps it's worth a try. Tel's ability is just cherry on top of otherwise tough build.

The 2nd list looks way stronger.

I think you have to go Hull Upgrade on Tel. Its really almost an auto-include. It essentially makes your stat line 8 hull 4 shields.

I've been debating two different builds with Tel:

Tel Trevura (30)
Determination (1)
"Gonk" (2)
Salvaged Astromech (2)
Glitterstim (2)
Hull Upgrade (3)
Punishing One (12)

Total: 52

View in Yet Another Squad Builder

Here you make Tel essentially invulnerable to the first crit you flip. Gonk gives your shield regen, and hopefully you can bank at least 2 shields before the shooting starts. Glitterstim gives you an offensive and defensive boost when needed. Not a lot of action economy though, which concerns me.

This one is a bit more offensive:

Tel Trevura (30)
Lone Wolf (2)
Recon Specialist (3)
R5-P8 (3)
Glitterstim (2)
Hull Upgrade (3)
Punishing One (12)

Total: 55

View in Yet Another Squad Builder

3 points more, but you offense really improves. You really don't need the Glitterstim, but its nice when you get blocked or need to barrel roll. One on One this ship would be an absolute pain in the butt to face.

Edited by Jo Jo