Feeling silly.. All the red dice!

By kopmcginty, in X-Wing Squad Lists

So I'll start by saying I don't think his is "competitive at all but I am considering running this for giggles. Maybe paired with a couple of naked K's as back up.

Dengar — JumpMaster 5000 33

Deadeye 1

Advanced Proton Torpedoes 6

Extra Munitions 2

Recon Specialist 3

R4 Agromech 2

Punishing One 12

Ship Total: 59

Land in Range 1 in arc. Take focus action. Gain a second from recspec.

Deadeye an APT into target and gain a TL from the agromech. Gives a 5 die TL attack where you can natively modify 3 focus to hits.

Target returns fire (because it's stupid) and repeat the above with the second APT.

Single turn..2x 5die target locked attacks both with pseudo focus built in.

Now in reality this dream scenario would be unlikely to pan out. But.. I think it works in theory? Away from the dream scenario, landing in range 1 of anything in arc you perhaps more likely just saved yourself from being attacked at all as if they survive the first torp, they won't want to eat a second.

If you spent your focus to launch the first APT and spent the second to modify the eyes into hits, where are you getting a focus to launch the second proton torpedo? Or, if you are using the TL from R4 Agromech, how will you modify your dice with the second attack?

I think there is some confusion over how APT works. It doesn't change eyes to hits. Rather, it turns up to 3 blanks into eyes which require you to spend a focus to turn to hits.

Doh, teach me to run from memory rather than readong the description.

Could still be mildly interesting, maybe with a different torp but yeah, I'd totally missed the text.

Why not add Glitterstim and Guidance chips then to maximize the hurt. That way, you take the focus action, use it for your initial APT, get another focus from rec and TL from R4, use Glitterstim to change focus to hits, then use the second focus for the return fire where Glitterstim is still in play plus the guidance chips. But unless Dengar is the only one they can shoot at, theyd probably pick another target, or just not shoot lol. Still pretty new to the game, so I may be incorrect.

Edit: love the build though, only flew the JM5k once and didn't realize you can use ordinance with Dengars ability. Im going to run this tonight.

Dengar (61 pts)

-Deadeye

-Advanced Proton Torp.

-Extra Munitions

-Recon Specialist

-R4 Agromech

-Punishing one

-Glitterstim

-Guidance Chips

Contracted Scout (39 or38 pts)

-Deadeye

-Proton torpedos

-Extra Munitions

-Boba Fett

-R5P8

-Glitterstim

-Munitions Failsafe or Guidance Chips

Edited by CHEEKSx36

I would also consider dropping the punishing one title. Part of munitions effectiveness comes from range 3 where the defender doesnt receive the bonus die on defense. If you are in Range one and using the tile you are spending the extra points on munitions and Deadeye for 1 more die on 2 attacks. A fun build non the less and i agree with putting glitterstim on. deadly.

I would also consider dropping the punishing one title. Part of munitions effectiveness comes from range 3 where the defender doesnt receive the bonus die on defense. If you are in Range one and using the tile you are spending the extra points on munitions and Deadeye for 1 more die on 2 attacks. A fun build non the less and i agree with putting glitterstim on. deadly.

I think the title is worth it for once the APT's are gone. Especially for those range 2 and 3 shots. 2 red die just might not cut it unless youre up against deci's or ghosts. APTs are range 1 only though so the bonus defense die are NA

Plus advanced proton torps are range one ...

Just use Overclocked Agro. That way you can keep receiving focuses to keep the APTs powered up. Of course you might end the turn with 3 stress, but at least whatever in front of you is really dead.

If you want him fat, go big.

Dengar (33)

  • Push The Limit (3)
  • Advanced Proton Torpedoes (6)
  • Proton Torpedoes (4)
  • Guidance Chips (0)
  • K4 Security Droid (3)
  • Punishing One (12)
  • Unhinged Astromech (1)

= 62 pts

Basic template from Super Dengar. Chips instead of EU for torp accuracy, one torp for CQC and another for long-range.

Dengar's PS9, Deadeye is wasting his potential after torps are gone. He can afford K4 to launch torps and still keep his tricks. If you want to thin him out, you may replace one of the torps for Extra Ammunitions and switch PtL for VI. Saves you 4~6 pts, putting him into standard Super Dengar range.

Edited by K Genesis

If you want him fat, go big.

Dengar (33)

  • Push The Limit (3)
  • Advanced Proton Torpedoes (6)
  • Proton Torpedoes (4)
  • Guidance Chips (0)
  • K4 Security Droid (3)
  • Punishing One (12)
  • Unhinged Astromech (1)
= 62 pts

Basic template from Super Dengar. Chips instead of EU for torp accuracy, one torp for CQC and another for long-range.

Dengar's PS9, Deadeye is wasting his potential after torps are gone. He can afford K4 to launch torps and still keep his tricks. If you want to thin him out, you may replace one of the torps for Extra Ammunitions and switch PtL for VI. Saves you 4~6 pts, putting him into standard Super Dengar range.

Think I will just slap on the Glitterstims and maybe keep good old engine for before and after the "silly" turn.

Takes him up to 65pts so cuts down on his choice of wingmen to what fits into 35pts. Dropping APT down to a different munition would be a little cheaper to allow for 3x Z95 and is probably better use of points to do the double torp at range 2-3. Just seems a little less silly! :D

Edited by kopmcginty