Dengaroo double tapping Advanced Proton Torpedoes. Shoutout to Mynock Squadron podcast

By ParaGoomba Slayer, in X-Wing

I came up with a variant of Dengaroo that can double tap Advanced Proton Torpedoes.

Dengar with:

Punishing One

Deadeye

Overclocked R4

Zuckuss

Advanced Proton Torpedoes

Extra Munitions

Inertial Dampeners

Countermeasures

Manaroo with:

Push the Limit

Engine Upgrade

K4 Security Droid

Feedback Array

Unhinged Astromech

I can pop inertials in order to force range 1 APT shots. Manaroo has K4 so I can do a boost and BR and still hand off a modifier to Dengar if she gets chased.

I call it, "Dengaryun".

I really don't like running "Netlists", but if it has APTs in it, it can hardly be considered as such, so I think I'm going to give this a try.

I like the idea and might try it in a casual game, but i'm not sure Dengar will be as survivable without Lone Wolf. Though if you can force the first engagement to be in arc and at range 1 you can potentially erase 2 5 hp x-wings in a round.

I really don't like running "Netlists", but if it has APTs in it, it can hardly be considered as such, so I think I'm going to give this a try.

I like the idea and might try it in a casual game, but i'm not sure Dengar will be as survivable without Lone Wolf. Though if you can force the first engagement to be in arc and at range 1 you can potentially erase 2 5 hp x-wings in a round.

There is a player in our area that has been doing real well with a hyper party bus next to a loaded out Boba.

Bossk has guidance chips, conc missiles, Crackshot, 4-LOM, Zuckuss, Dengar, and Feedback Array. It hits like a truck, and it got me thinking about what meta staple squads could beat it. I thought Dengaroo, but I figured he could just alpha Dengar down. Dengaroo seems to have a few extra points floating around and that plasma torp seems just tacked on, but none of the other torpedoes really seemed that good, except for APT's.

Double tapping an APT into his party bus or super Boba seems devastating and should allow me to win the alpha strike fight. Zuckuss also happens before Boba's defensive range 1 rerolls, so if he gets a lucky natural double evade he'll have to get lucky a second time.

I don't think this would work well

You may get one off but buddy have to be a huge noob to shoot to allow the second. No lone wolf is also going to hurt

I don't think this would work well

You may get one off but buddy have to be a huge noob to shoot to allow the second. No lone wolf is also going to hurt

I wouldn't be so sure. Getting into Range 1 won't be a huge problem for Dengar--you're pretty likely to get the first one off. After that, your Extra Munitions buys you either immunity from the ship you just shot, or that ship's complete annihilation. Either way, it's not too shabby for two points. I actually really like the idea--it gives you some extra punch against aces. Sure, they'll be hard to catch at Range 1 in arc; but you only need to do so once.

So you delete a single ship, maybe two if you're lucky... then what? You end up with two two-die turrets which gives you an incredibly limp finish given that you're only getting a grand total of two powerful shots. And those are only in arc and only range 1.

Edited by thespaceinvader

So you delete a single ship, maybe two if you're lucky... then what? You end up with two two-die turrets which gives you an incredibly limp finish given that you're only getting a grand total of two powerful shots. And those are only in arc and only range 1.

I guess you missed the Punishing One Title. That's a 3 dice PWT and a 2 dice PWT...

Yes, I did, for reasons which escape me. Yeah, with that it's much more useful. Sorry.

With Punishing One I always feel like it's not really worth taking munitions as well. You're spending 8 points on them, if you cut back just a little more in other places you could end up with a z blocker as well.

Yes, I did, for reasons which escape me. Yeah, with that it's much more useful. Sorry.

With Punishing One I always feel like it's not really worth taking munitions as well. You're spending 8 points on them, if you cut back just a little more in other places you could end up with a z blocker as well.

It isn't so much that APT's give you one bonus attack die at range 1 over a normal Punishing One shot, it's that they guarantee that those 5 dice are five hits when you have a focus to modify with.

I could roll 1 hit, 3 blanks on attack, spend a TL and get one extra hit and end up with a garbage roll. Not with APT's.

Another thing to note is that you could swap out K4 Security Droid for Gonk on Manaroo. This gives you the extra point to still put Lone Wolf into the list. It's a little bit harder to get your first torp off and you can't double tap them, but you get a better all around ship and a better post-Manaroo, "oh **** I have 34 stress and nothing to modify with" game. If that's a concern, go for it or Outmaneuver or Crackshot or VI or whatever, you have a few points of wiggle room and Deadeye isn't super neccesary.

You would also gain the ability to feedback things with little downside as you can just regen the damage back.

I found that if they didn't chase after Manaroo, you could then bring Manaroo in and start contributing with her turret or feedback array or blocking, so Lone Wolf is definitely good but might not come into effect for large portions of the game.

Yeah, the APT being that reliable is certainly a big deal, especially with Zuckuss on board. I'd be scared of this, for sure.

Brutal

Savage.

I suppose I should go more in depth on Deadeye.

It allows you to double tap your APT's, obviously.

But where it also helps is on the initial engagement. All you need is a single focus token between the two of them. So Manaroo is free to be far away and not have to be in TL range to allow Dengar to fire off his torpedoes because she can just focus. Likewise, Dengar is free to pop inertials or fly over debris /or barrel roll/ and he'll still be able to fire his APT('s).

The first APT is very easy to fire off. If your opponent chooses not to fire with his range one ship and take the second APT, eventually over the course of the game you'll get the second one off.

The build is hilariously fun to fly. It's so exciting to watch your opponent put a ship where your white 2 sloop will give you an APT shot.

Sounds like it should be trademarked as the name of a boomerang. Dengaroo Double-Tap™: for kids!

I don't think this would work well

You may get one off but buddy have to be a huge noob to shoot to allow the second. No lone wolf is also going to hurt

I wouldn't be so sure. Getting into Range 1 won't be a huge problem for Dengar--you're pretty likely to get the first one off. After that, your Extra Munitions buys you either immunity from the ship you just shot, or that ship's complete annihilation. Either way, it's not too shabby for two points. I actually really like the idea--it gives you some extra punch against aces. Sure, they'll be hard to catch at Range 1 in arc; but you only need to do so once.

Buddy would been pretty dumb to shoot at dengar at range 1

The terms double tap means getting to fire twice per round.

I'm not saying you won't get both off, but in order to fire twice in one round means buddy will have to shoot as well. I can't see anyone who would do this. If anything dengar fires off the first and buddy decides not to attack. So no, no double tap.

Again no lone wolf?

Dengar will die fast.

Edited by Krynn007

I don't think this would work well

You may get one off but buddy have to be a huge noob to shoot to allow the second. No lone wolf is also going to hurt

I wouldn't be so sure. Getting into Range 1 won't be a huge problem for Dengar--you're pretty likely to get the first one off. After that, your Extra Munitions buys you either immunity from the ship you just shot, or that ship's complete annihilation. Either way, it's not too shabby for two points. I actually really like the idea--it gives you some extra punch against aces. Sure, they'll be hard to catch at Range 1 in arc; but you only need to do so once.
Ya I'm pretty sure

Buddy would been pretty dumb to shoot at dengar at range 1

The terms double tap means getting to fire twice per round.

I'm not saying you won't get both off, but in order to fire twice in one round means buddy will have to shoot as well. I can't see anyone who would do this. If anything dengar fires off the first and buddy decides not to attack. So no, no double tap. Now it'll be hard for dengar to get that second off.

Again no lone wolf?

Dengar will die fast.

Dengar won't die as fast as you'd think if they simply refuse to let you proc your ability and fire off an APT. Either they fire at me and I annihilate them with a second APT, or they choose /not to take a range 1 shot/.

The times my opponent has chosen not to shoot, I've later gotten off a second APT. The opportunity for it will come up over the course of the game. The first one is easy and the second one isn't much harder even if you're stressed, the jumpmaster has a pretty good dial especially if you still have Inertial Dampeners leftover.

And again, if no lone wolf is such a huge concern, then swap Deadeye put for lone wolf if that's your preference. I think it's more valuable to supercharge your alpha strike and make it easier to launch, but you can fit lone wolf with EM and APT's if you'd like.

From my experience dengar can still drop fast even with lone wolf. The dengaroo build excels at 2-3 ship builds, but as you come across builds with more ships I found he dies pretty fast.

I have killed dengar pretty fast surprisingly with a few good attacks. Coup bad rolls all it takes. Lone wolf definitely helps with this, so that's why I say with no lone wolf he can die very fast. The only time I opt not attack him is if I'm range 1, and again in this case no double tap apt

There are ways to counter this build though. Maybe your opponent's haven't figured it out. Dengar has a big base, therefore you know he's going to move far even doing a 1 straight. I'd rather block or bump into him than allow him to get the apt off. Sure he may s loop next round, but I did avoid a 5 hit attack, so id be ok with that.

I'm not saying it's a bad build. I'm sure it works well. My original point was using the term double tap. I don't believe anyone would shoot at range 1 against this build. I mean, why? Letting dengar roll 10 dice against 1 ship or 5 dice at two different ships would be dumb. If an opponent allowed this, then I'd have to say they are inexperienced, and against an experience player who knows what they're doing, you'll never get to double tap two apt.

Idk, but no glitterstim on dengar means manaroo is a bigger target. Stress her out, block her, or if she makes a mistake and hits a rock means she gets no action, which in turn will make dengar a lot more vulnerable. That's why I like glitterstim. It's there for that one round manaroo losses a action.

IMO I see more weakness in this variati vs the regular dengaroo built

Edited by Krynn007

From my experience dengar can still drop fast even with lone wolf. The dengaroo build excels at 2-3 ship builds, but as you come across builds with more ships I found he dies pretty fast.

I have killed dengar pretty fast surprisingly with a few good attacks. Coup bad rolls all it takes. Lone wolf definitely helps with this, so that's why I say with no lone wolf he can die very fast. The only time I opt not attack him is if I'm range 1, and again in this case no double tap apt

There are ways to counter this build though. Maybe your opponent's haven't figured it out. Dengar has a big base, therefore you know he's going to move far even doing a 1 straight. I'd rather block or bump into him than allow him to get the apt off. Sure he may s loop next round, but I did avoid a 5 hit attack, so id be ok with that.

I'm not saying it's a bad build. I'm sure it works well. My original point was using the term double tap. I don't believe anyone would shoot at range 1 against this build. I mean, why? Letting dengar roll 10 dice against 1 ship or 5 dice at two different ships would be dumb. If an opponent allowed this, then I'd have to say they are inexperienced, and against an experience player who knows what they're doing, you'll never get to double tap two apt.

Idk, but no glitterstim on dengar means manaroo is a bigger target. Stress her out, block her, or if she makes a mistake and hits a rock means she gets no action, which in turn will make dengar a lot more vulnerable. That's why I like glitterstim. It's there for that one round manaroo losses a action.

IMO I see more weakness in this variati vs the regular dengaroo built

If you try to bump me, I can pop inertials or just bump into the forward most one and maybe get an APT shot off on another. Bumping Dengar kind of benefits me.

It's still pretty predictable.

Still can't see someone bump with one ship then have another follow up behind.

Again my whole point was the double tap statement. While you may get one off a round, I can't ever see this getting two shots off in one round.

Not a bad build by any means , but IMO not as strong as the regular dengaroo build

It's still pretty predictable.

Still can't see someone bump with one ship then have another follow up behind.

Again my whole point was the double tap statement. While you may get one off a round, I can't ever see this getting two shots off in one round.

Not a bad build by any means , but IMO not as strong as the regular dengaroo build

The last point is arguable. But for my specific meta, I need the ability to out alpha a Bossk party bus with crackshot and missiles.

It did some serious work against triple x7 Defender. An early Defender kill is quite significant.

I liked that party bus list but did not care for the Fett setup as much. I would rather pair it with:

Boba Fett:

VI

Autoblaster

EU

Navigator

Inertial Damp.

Less well rounded but stronger against aces/defenders IMO.

So a friend ran my variant. He one shot a 48 point regen Corran in the initial joust.

APT's were 5 hits, as they always are. At least one was a crit.

The Corran player barrel rolled and focused. His defense roll was blank blank evade. Zuckuss rerolled it to a blank.

I think the Corran player barrel rolled in order to potentially dodge Dengar's arc. Dengar followed with the barrel roll lol.

In another game I hit a reinforced reflectors ghost with an APT, then he decided to fire on me, so I think I only took one damage and then sunk the other one into him. He used Crewbacca so 6 total damage. Works for me.

I think the gimmick of the list will wreck new players but really good players aren't going to let you get your revenge shot at range 1.

I think the gimmick of the list will wreck new players but really good players aren't going to let you get your revenge shot at range 1.

Well you don't really need it to be a revenge shot, you can just use the APTs on seperate turns.