Tweaking Dengaroo

By AT Leader, in X-Wing Squad Lists

I want to play Dengaroo for a bounty hunter themed game night. I was thinking of running something like this:

Alpha-Strike Dengaroo (99)

Dengar (59) - JumpMaster 5000

Lone Wolf (2), Plasma Torpedoes (3), Extra Munitions (2), Zuckuss (1), Overclocked R4 (1), Glitterstim (2), Punishing One (12), Countermeasures (3)

Manaroo (40) - JumpMaster 5000

Push The Limit (3), Recon Specialist (3), Unhinged Astromech (1), Feedback Array (2), Engine Upgrade (4)

I would appreciate some feedback on the choice between running Dengar with Plasma + EM w/ 1pt bid or Plasma for each with no bid.

Any feedback (unless from your array) is appreciated!

My feeling with Dengaroo is that Manroo should be regarded as a threat in her own right rather than just a cheerleader for Dengar. And without Deadeye Dengar is going to have difficulty getting those torps off and certainly not both in one round. And Dengar is tough but he's not invincible so if he takes on the world and loses, his wife needs to be able to clean up.

I feel like Manaroo should have either the title or the torps.

My feeling with Dengaroo is that Manroo should be regarded as a threat in her own right rather than just a cheerleader for Dengar. And without Deadeye Dengar is going to have difficulty getting those torps off and certainly not both in one round. And Dengar is tough but he's not invincible so if he takes on the world and loses, his wife needs to be able to clean up.

I feel like Manaroo should have either the title or the torps.

That is the primary concern I have with building this way. Dengar rolls some bad dice at a bad time, and she is borderline hopeless. For the most part, I am willing to concede that Manaroo doesn't offer much once Dengar has gone.

I have been very surprised at how often I have been able to either pick up a target lock during round 1 combat or from Manaroo during a late game when I am chasing her aggressor.