I use Dengar like scum Boba. Come on from a weird angle, exchange shots at range 3, then do a 3 bank away from where you opponent moves and boost past them. This give 1 range 1 shot without returned fire, then you can know they will turn around to get you, which is fine, because so can you. If they take the shot stressed, it'll be inmodified and you'll get your two attacks .
Dengar and Tel, the OTHER JumpMasters
I have found Dengar awesome thus far, both with Gonk and EI, and K4/PTL. Joust against frailer ships, especially those with Autothrusters, do the circle/pursuit turret thang, or track enemy turrets as noted above. He's been like a combo of Dash and Han.
I think a few guys have the wrong idea on my conclusion about Dengar. I know that you shouldn't joust with him, he's much better dodging arcs. But to get any effect out of his ability you need to joust to some degree unless you're going against turrets.
And as far as putting Gonk on Dengar, he obviously has the slot but as a few have noted he gets more use from crew that help his action economy and arc dodging. Tel benefits much more from the turtling because he (she?) doesn't need to spend actions on arc dodging.
Dengar would be great had Punishing one been reasonably priced like at 8-9 points, 12 points limits his upgrades too much.
P1 is priced correctly
We're well beyond the dark ages of turret wing now
Besides, he is beastly; just not easy mode. Once people get used to the duality of PWT and his ability, we may see more of him
That or people will eternally attempt to cram him into 2 ship builds
P1 is priced correctly
We're well beyond the dark ages of turret wing now
Besides, he is beastly; just not easy mode. Once people get used to the duality of PWT and his ability, we may see more of him
That or people will eternally attempt to cram him into 2 ship builds
Punishing One is absolutely priced correctly. It's a better version of Outrider plus HLC on one of the most mobile ships in the game. Definitely not easy mode, though certainly easier than Fat Dash.
I can't quite agree with your 2-ship quip - I've been having fun with two large ship build. Pairing him with Bossk has been great - they've got a nice hammer/anvil synergy where Dengar can herd the enemy into your Bossk anvil and get caught between two PS9 ships (VI on Bossk is becoming a no-brainer for me). If you want to target Dengar, you have to chase him and he's excellent at getting out of arcs, giving Bossk the freedom to harass the flank. And if they target Bossk first, he's got the HP to last a least two rounds of shooting while dishing out some serious damage, leaving you with a full health Dengar to contend with come end-game.
I'll say that Dengar is a straight up better version of Fat Dash with a neat extra ability that in the right circumstances can be devastating. Haven't had a chance to try Tel Trevura but can anyone think of a good reason not to run R5-P8? Extra health means extra shots and if I'm mathing correctly and assuming your opponent's 3-dice attack gets full hits no evades you get the chance to deal out at least 4 hits to an attacking ship. That'll kill arc-dodgers outright and makes him super terrible to face end-game.
I suppose the real question is what else to add - Gonk is certainly funny but needs a lot of setup and costs 6 points to be run effectively. Dengar crew might be a good fit and if you give him VI, he can last quite awhile. Could be kind of a fun blocker - just get in the fray and run into people, shooting with your turret and dishing out free damage all willy-nilly. Looking forward to testing him out!
Edited by Simonsays3Played Manaroo this weekend, and I can say she is a blast. K4 and Unhinged for pretty cheap and i loved passing out focus and TL almost every turn to my more powerful fighters who used different actions. She is also surprisingly powerful when she is the last ship left. Sure its only 2 dice but with a TL and focus its almost always 2 hits.
Doesn't sound too impressive but she really allows you to do some really some stupidly fun (or stupid) things.
Zuckuss -> expose and be given a TL and focus. Im not saying its GOOD, but it certainly is fun.
I think he'd do great with the standard wolfpack set up +recspec and the title with his ability he could potentially fire off both torps on the first pass and R4+recspec is great if you are wanting to modify multiple attacks a round.
Has anyone tried R5-P8 (the shoot back droid) instead of Unhinged on Dengar?
I have and it is strong. Played a 4 round tournament this past weekend and went 2-2. Was at the top of the 2-2's and got 5th of 14. My list was:
Dengar, title, R5-P8, K4, Inertial Dampners, VI, guidance Chips and Proton Torpedoes.
Slaver, Gonk, Bossk crew, Gunner, Tractor Beam, Feedback Array and Anti Pursuit lasers.
You could drop Tractor Beam for a 1 point iniative bid. I just wanted to try it out and did get to put an academy pilot on a rock and take away his shot. Did the same thing to a tlt ywing. You could drop Guidance Chips and Proton Torpedo for EU, but without PTL, I figured Barrel Roll was good enough. I prefer VI, the only thing I see at 11 around here is Vader, and I'm not worried about him moving after, but there are a number of 9's and 10's that Dengar loves to move after. Since I'm moving last, Inertial Dampners could be clutch.
Lost to triple Uboat and 7 Tie Swarm. Dengar pretty much solo'd the other 3 Uboats and had the last one down to 3 health when he finally died.
Twice opponents chose not to shoot at all when Dengar was their only target. I believe R5-P8 is a part of that decision! They not shooting, you not dieing.
With VI and R5-P8, he's just such a strong closer.
Edited by CliffkumpThe lists that lost to it were:
2 Ywing, 2 Black Sun Aces
and
Poe, Corran, Prototype Awing
I did misdial against the Tie Swarm, meant to do a 4 straight to clear them and continue Gonking, accidentally dialed a 3 bank which bumped and left the YV in range 1 of the entire Swarm with only 6 health remaing... Dengar still made a good showing and only 3 ties were left at the end.
P1 is priced correctly
We're well beyond the dark ages of turret wing now
Besides, he is beastly; just not easy mode. Once people get used to the duality of PWT and his ability, we may see more of him
That or people will eternally attempt to cram him into 2 ship builds
To be fair, it's pretty hard to avoid that temptation with Scum at the best of times.
Aside from swarm archetypes, they have, what, TLT Y-wings as viable small generics? Mmmaybe a lightly-kitted G1A? The odd Z-95 as filler? And Dengar is easily 50+ points.
While I don't think that all their ships are as bad as some people malign them to be, they've certainly got a bias towards big stuff at the moment - and Scouts aside, their big stuff simply isn't very cheap.
Edited by ReiverI'd played that list in a 3 round tourney previously and went 3-0. But Dengar consistently died first in that Tourney. Learned to fly him better by the next. Just such an amazing dial and platform for an Ace.
Yeah, I'm falling into the 2 ship trap as well, but can't find any combination of 43 points of smaller ships I'd rather take with Dengar that seem better than the Slaver with nice trimmings.
Will definitely try the 3 missile Z95s with him though.
Thought about dropping the anti pursuit lasers and Feedback array and try to upgrade to Latts changing Gonk for a weapons engineer. Have a spare target lock for Dengar on his normal and revenge shots. Probably more effective, but just having so much fun with regeneration on a 12 health ship.
Yeah, I'm falling into the 2 ship trap as well, but can't find any combination of 43 points of smaller ships I'd rather take with Dengar that seem better than the Slaver with nice trimmings.
Will definitely try the 3 missile Z95s with him though.
I know you're looking for new and interesting ways to run Dengar, but I've found the most effective way is to just run him as a torpedo boat too:
44 Dengar w/ Deadeye, Plasma, EM, Recon, R4-agro, Chimps.
Yes this is just another U-boat, but I think Dengar's ability actually complements the build quite well. He fires his torpedo at PS9, does a ****-ton of damage, then if your opponent shoots at him again, he fires his other torpedo at them. It's good because you can easily get off both your torps, and after that Dengar is still pretty deadly with recon and R4-agro, especially if you get the enemy at R1 and/or in arc. Also he's cheap!
Not the most interesting/original use, but I've seen it work pretty well.
if Dengar's a torp boat, then we're going to have to turn Tel into a bumpmaster
basically his ability is another feedback zap
Edited by ficklegreendiceOh boy, Dengar . . .
I'm about to say something that'll probably draw a bit of flak:
PWTs pay for their abilities. The points cost includes the premium for being able to shoot outside of arc. That means that, in order to be worth their points, they HAVE to be getting shots when their opponents aren't. This leads to . . . certain people . . . becoming very frustrated when their opponents get these "free" shots, which feeds the perception that turrets are overpowered in general. But in general, they aren't; the ships are fairly costed, with the only balance issues arising from certain upgrades.
The problem with Dengar is that you have to choose between using his ability and using the turret. If you're using his ability, then you're not using the 360* arc -- which means you're wasting those points. And if you're using the turret, then you're not triggering the ability -- which means you're wasting THOSE points. Basically, the only way to actually get your money's worth out of him is to consistently get out of almost everyone's arcs and only get shot at by the one guy who is also in your arc while simultaneously focusing down a different target.
So really, when you're flying him, you have to accept that his pilot ability is basically just insurance; a neat gimmick. The turret is too expensive to ignore. That said, Dengar is a lot of fun to fly, and I'm looking forward to trying out Tel. But the former isn't really top-notch competitive; his biggest boon is his PS.
Builds:
-(56) Dengar, Push the Limit, Engine Upgrade, K4 Security Droid, Punishing One, Unhinged Astromech
-(51) Tel Trevura, Predator(or Push the Limit), Experimental Interface (or Hull Upgrade), Gonk, Punishing One, Unhinged Astromech
If nothing else, I think your build is illegal as the Punishing One title appears to be unique.
It's really hard to read these days.
Oh boy, Dengar . . .
I'm about to say something that'll probably draw a bit of flak:
PWTs pay for their abilities. The points cost includes the premium for being able to shoot outside of arc. That means that, in order to be worth their points, they HAVE to be getting shots when their opponents aren't. This leads to . . . certain people . . . becoming very frustrated when their opponents get these "free" shots, which feeds the perception that turrets are overpowered in general. But in general, they aren't; the ships are fairly costed, with the only balance issues arising from certain upgrades.
The problem with Dengar is that you have to choose between using his ability and using the turret. If you're using his ability, then you're not using the 360* arc -- which means you're wasting those points. And if you're using the turret, then you're not triggering the ability -- which means you're wasting THOSE points. Basically, the only way to actually get your money's worth out of him is to consistently get out of almost everyone's arcs and only get shot at by the one guy who is also in your arc while simultaneously focusing down a different target.
So really, when you're flying him, you have to accept that his pilot ability is basically just insurance; a neat gimmick. The turret is too expensive to ignore. That said, Dengar is a lot of fun to fly, and I'm looking forward to trying out Tel. But the former isn't really top-notch competitive; his biggest boon is his PS.
That is a very skewed view i would say. An ability doesnt need to trigger every turn to be worth it's points.
WIth Autothrusters PWTs have a very strong incentive to shoot ships in their arc, but it doesnt mean PWTs arent worth it if you shoot out of arc.
Same with Dengar's ability, you can easily get a huge benefit out of it if only triggers 2-3 times a game. I've had ships NOT shoot at Dengar because they fear getting shot back, that alone can be worth the points. If anything i would say he is a bit squishy compared to the traditional fat turrets, but his offense is _great_.
Edited by CelesToday I'm gonna try:
dengar
lone wolf
title
shield crew
unhinged
experimental interface
with a z-95 and a u-boat wingmen
I feel like it has a lot of potential but we will see I guess.
Edited by SlaneshWhile Gonk is some thing you need to plan for on dengar while you are setting up his attack run its easy to bank up a few shields, this helps out greatly so that when you do end up in a joust type exchange you can tank the damage, fly out of enemy arc next turn and start regening.
The list I've been playing with
Dengar, P1 title, Gonk, ptl , unhinged , gliterstim (now changed to feedback)
Bossk , Vi, mangler , boba, greedo, zuckuss, gliterstim (now changed to feedback)
I'm yet to get to play it against 3 uboats but have had great success with it. Have only lost 2 games with it, one was to a palp aces list and crack swarm. Bossk does go down most games as people quickly realise he can't be left to freely do damage. You need to think of the combo on bossk. I changed to feedback because of aces and it's kinda self explanatory as greedo and feedback and boba will remove ptl on fel or carnor if I get the block of and that's not to hard. Dengar becomes a late game beast and if can get a double feedback ( hope the face up is nasty) on an ace when I have shields in the bank is like free damage.
Oh boy, Dengar . . .
I'm about to say something that'll probably draw a bit of flak:
PWTs pay for their abilities. The points cost includes the premium for being able to shoot outside of arc. That means that, in order to be worth their points, they HAVE to be getting shots when their opponents aren't. This leads to . . . certain people . . . becoming very frustrated when their opponents get these "free" shots, which feeds the perception that turrets are overpowered in general. But in general, they aren't; the ships are fairly costed, with the only balance issues arising from certain upgrades.
The problem with Dengar is that you have to choose between using his ability and using the turret. If you're using his ability, then you're not using the 360* arc -- which means you're wasting those points. And if you're using the turret, then you're not triggering the ability -- which means you're wasting THOSE points. Basically, the only way to actually get your money's worth out of him is to consistently get out of almost everyone's arcs and only get shot at by the one guy who is also in your arc while simultaneously focusing down a different target.
So really, when you're flying him, you have to accept that his pilot ability is basically just insurance; a neat gimmick. The turret is too expensive to ignore. That said, Dengar is a lot of fun to fly, and I'm looking forward to trying out Tel. But the former isn't really top-notch competitive; his biggest boon is his PS.
That is a very skewed view i would say. An ability doesnt need to trigger every turn to be worth it's points.
WIth Autothrusters PWTs have a very strong incentive to shoot ships in their arc, but it doesnt mean PWTs arent worth it if you shoot out of arc.
Same with Dengar's ability, you can easily get a huge benefit out of it if only triggers 2-3 times a game. I've had ships NOT shoot at Dengar because they fear getting shot back, that alone can be worth the points. If anything i would say he is a bit squishy compared to the traditional fat turrets, but his offense is _great_.
I agree. It's like saying you aren't getting your money's worth out of Auto Thrusters if you don't stay at R3 all the time (when not facing turrets). Or Shield Regen droids aren't good because you aren't regenerating your shields every turn.
I know what you mean, but I think Dengar's ability is a nice bonus. He doesn't just have to dodge arcs. He can joust when it suits him and arc dodge other times. Perhaps it's not the most utterly efficient build, but it doesn't mean it's a bad one. Dual role ship with high PS is not bad at all.
Dengar's ability is like xizor
If you're not using iT, it's because they're enjoying the superior ability of "shoot me and you'll regret it"
Dengar's biggest strengths are the same as Dash's. You won't get to use that great ability too often, bit when you do, it hurts. You simply cannot try to trigger it much. He's a PS9 large base with a great dial alongside barrel roll, and if you EVER don't give him boost, you're crazy. He definitely gets expensive and haS a really high learning curve, but he's awesome. He's like Dash and Corran combined. Dash is a primo arc dodger, and Corran is boss at closing the deal and finishing an opponent off.
And for people who hate playing against turrets, he's the perfect turret. All you have to do is chase Han or Chiraneau, and while you're around, you ALWAYS get to shoot twice.