Wave 9 Bobaroo

By Cpt Barbarossa, in X-Wing

Been playing Dengaroo for a bit now, obviously a fun list...but i can't help but worry that it's gonna suffer the same fate as triple jumps and get nerfed somehow: most likely target is zuckuss with a stress token limit.

If zuckuss gets nerfed, will dengaroo be as powerful?

I've been looking at Boba + Manaroo as a way of playing something similar but with a bit more of a challenge. Some of the wave 9 cards seem to be perfect for this duo:

Boba Fett (39)

Fearlessness (1)

"Mangler" Cannon (4)

Proximity Mines (3)

Engine Upgrade (4)

Tail Gunner (2)

· Slave I (0)

Rigged Cargo Chute (1)

Advanced Proton Torpedoes (6)

Manaroo (27)

Push The Limit (3)

Plasma Torpedoes (3)

Extra Munitions (2)

Guidance Chips (0)

· Dengar (3)

Black Market Slicer Tools (1)

Unhinged Astromech (1)

Fearlessness seems perfect for Boba, and BMST on Manaroo could be effective with Boba's rigged cargo chute stressing any ships behind him before blasting them with the tail gunner.

Thoughts? I did think of putting P1 on Manaroo, but with the torpedoes and extra munitions, i won't necessarily be firing with turret before round 3/4 at the earliest...not sure it's cost effective.

Edited by Gingerleo

Zuckuss won't get nerfed. Especially considering that BMST is coming in wave 10. This will be the bane of Dengaroo.

1. I think you posted this in the wrong sub-forum.

2. Dengaroo nerf is unlikely and unneeded. As soon as ARCs hit the shelves, tail gunner will probably kill the list. Already Outmanuever on defenders shapes up to be one of the best counters to Dengar's infinite focus tokens. It doesn't matter how many you get if you don't roll those green dice. Tail gunner will achieve the same and will be easier to use on top of that. Not to mention cheaper.

3. I think you may have a bit of a problem with using torps on Roo effectively. Her PS is rather low so you might run into the same old problem of ordnance carriers - catching your intended target in arc at the right range when he likely makes his move after you do. Lack of Deadeye really hurts you there.

4. Boba is a fine pilot but lacks the sheer firepower and the intimidating effect of Dengar's ability. With all the fearless advanced torpedo minelaying cargo chute craziness the enemy will do whatever they can to nuke him down before he can get close. And unfortunately since you have neither lone wolf nor infinite tokens they might well succeed. Something like a crack swarm will be really hard to survive against for more than a single turn.

I have been trying Bobaroo builds and it is always nice to hear about others trying it as well. One big advantage I think a Bobaroo list can have is the ability to get 'Punishing One' on Manaroo. Boba simply can't do as much damage as Dengar so you need both ships to be damage dealers.

It is very hard to use an EPT other than VI on Boba. A Fearlessness combo with Autoblaster canon could be worth it. Without VI, I feel it's very helpful to have 'Intelligence Agent' somewhere in the list. So here's one, though I haven't flown it yet.

-- Boba Fett --

Fearlessness / Autoblaster / Tactician / Glitterstim / Seismic Charge / Engine

-- Manaroo --

PTL / Punishing One / Unhinged Astromech / Intel Agent / Black Market Slicer Tools

Fearlessness Bobaroo

That autoblaster will scare all the aces, though I fear the overall damage output isn't enough for when you face a Ghost.

The build I have actually flown a bunch is with VI and HLC on Boba Fett. Damage output is good and PS10 is always amazing.

VI HLC Bobaroo

I haven't used it enough to fully evaluate it and I probably won't anytime soon as I really want to start flying Fenn Rau immediately.

Zuckuss won't get nerfed. Especially considering that BMST is coming in wave 10. This will be the bane of Dengaroo.

I don't see how. If you take a single BMST then it will require ~10 turns of being at range 1-2 to eat through Dengar's 5 hull on average. If you take a swarm of Zs with BMST then well... Zuckus isn't mandatory, especially against 2 greens, and you're flying a swarm of Zs so good luck with that...

so little damage, though :(

yeah without the double-tap you HAVE to get Manny to do some sort of work

Been playing Dengaroo for a bit now, obviously a fun list...but i can't help but worry that it's gonna suffer the same fate as triple jumps and get nerfed somehow: most likely target is zuckuss with a stress token limit.

If zuckuss gets nerfed, will dengaroo be as powerful?

I've been looking at Boba + Manaroo as a way of playing something similar but with a bit more of a challenge. Some of the wave 9 cards seem to be perfect for this duo:

Boba Fett (39)

Fearlessness (1)

"Mangler" Cannon (4)

Proximity Mines (3)

Engine Upgrade (4)

Tail Gunner (2)

· Slave I (0)

Rigged Cargo Chute (1)

Advanced Proton Torpedoes (6)

Manaroo (27)

Push The Limit (3)

Plasma Torpedoes (3)

Extra Munitions (2)

Guidance Chips (0)

· Dengar (3)

Black Market Slicer Tools (1)

Unhinged Astromech (1)

Fearlessness seems perfect for Boba, and BMST on Manaroo could be effective with Boba's rigged cargo chute stressing any ships behind him before blasting them with the tail gunner.

Thoughts? I did think of putting P1 on Manaroo, but with the torpedoes and extra munitions, i won't necessarily be firing with turret before round 3/4 at the earliest...not sure it's cost effective.

Boba has fearlessness, proton bomb, slave title e travel munitions, tail gunner, inertial dampeners, countermeasures

Haven't tried it yet, but looks like fun. Not lookijg for something competitive, just fun