Seismic torpedoes on Dengaroo.

By ParaGoomba Slayer, in X-Wing

Step 1.) Make a 94 point Dengaroo list. Preferably less points, see step 4.

Step 2.) Add 3 Seismic torpedoes to the list, two of which you put on Manaroo.

Step 3.) Bring 3 debris tokens as obstacles. This is important, because Dengar ignores these.

Step 4.) Take the initiative and you get to place 2 of their (large) asteroids near your side of the board.

Step 5.) Start Manaroo sideways and have her strafe those 2 asteroids and blow them away with seismic torpedoes. Bonus points for using EI to Gonk as you do this.

Step 6.) Dengar can remove the other asteroid, and hopefully get some splash damage in with it. And he still gets to attack twice, and it doesn't matter that he blew his action on the torpedo because of Manaroo.

Step 7.) Now you're free to sloop wherever you want to. Yay!

:D

Edited by ParaGoomba Slayer

I am not famaliar enough with Jumpmasters to know, but how does Dengar ignore debris fields?

well, you can't sloop into blocks

if only seismic torps worked on ships!

I am not famaliar enough with Jumpmasters to know, but how does Dengar ignore debris fields?

Dengaroo builds put Zuckuss and possibly Overclocked R4 on Dengar. He is free to use those upgrades as much as he wants and acquire as many stress tokens as he wants because Manaroo passes him all of her actions. You're effectively using a one ship build and it's actually effective since Dengar does the work of 2 ships with his counter attack ability.

So he takes meaningless stress from them, and a 1 out of 8 chance of a crit.

Sometimes Dengar needs to do a white sloop, but there is an asteroid in the way. This is why you delete the 3 asteroids your opponent brought and only play with the 3 meaningless debris tokens you don't care about.

You expect Dengar to take actions? Odd...

Edited by DarkHorse

You expect Dengar to take actions? Odd...

He gets at least one action on the initial joust, sometimes a second if he's facing something he doesn't need to Zuckuss. You only put one Seismic Torpedo on Dengar anyways, Manaroo clears the first two.

Step 7.) Now you're free to sloop wherever you want to. Yay!

:D

Sloop left anyway.

I am not famaliar enough with Jumpmasters to know, but how does Dengar ignore debris fields?

Dengaroo builds put Zuckuss and possibly Overclocked R4 on Dengar. He is free to use those upgrades as much as he wants and acquire as many stress tokens as he wants because Manaroo passes him all of her actions. You're effectively using a one ship build and it's actually effective since Dengar does the work of 2 ships with his counter attack ability.

So he takes meaningless stress from them, and a 1 out of 8 chance of a crit.

Sometimes Dengar needs to do a white sloop, but there is an asteroid in the way. This is why you delete the 3 asteroids your opponent brought and only play with the 3 meaningless debris tokens you don't care about.

Neat idea but I don't think it's the asteroids that are the problem for Dengaroo and I don't think the build will last too long into the next wave. Right now Dengaroo's main counters are:

  • token denial - mostly Wes, Carnor, Omega Leader, Palob
  • 4+ dice attacks on durable ships - Brobots, U-boats etc.
  • agi reduction - mostly Outmanuever, Wedge would probably work as well if you're crazy enough to run him and have some means of keeping him alive (Biggs?)
  • ships fast enough to actually catch and kill Manaroo (not easy if the Dengaroo player knows what he's doing)

I haven't seen Dengaroo vs minelayer K-wings yet but I think they might work as well. They don't need to attack to deal damage so they don't trigger Dengar's counterattack. And all they really have to do is to deal 9 damage to win, which is quite possible with prox mines, Sabine and a bit of luck.

The next wave will include 2 things that might send Dengaroo back to the shelves. The first one is cheap BMST blockers which, while unreliable, can deal a few points of extra damage to Dengar without triggering counterattack and while obstructing his movement (especially the s-loops). The other will be the Tail gunner. That guy will add another option to the "agi reduction" point while being easier to use than OM and cheaper to boot. It doesn't matter how many focus tokens Dengar might have or how much he might re-roll his green dice. If he doesn't roll them in the first place, he's toast. Norra's fire from the back arc is likely to hurt him... a lot. Hell, we might even see Kath Scarlett back on the competitive lists and that's gonna be just mean.

Edited by Lightrock

Neat idea but I don't think it's the asteroids that are the problem for Dengaroo and I don't think the build will last too long into the next wave. Right now Dengaroo's main counters are:

  • token denial - mostly Wes, Carnor, Omega Leader, Palob
  • 4+ dice attacks on durable ships - Brobots, U-boats etc.
  • agi reduction - mostly Outmanuever, Wedge would probably work as well if you're crazy enough to run him and have some means of keeping him alive (Biggs?)
  • ships fast enough to actually catch and kill Manaroo (not easy if the Dengaroo player knows what he's doing)

I haven't seen Dengaroo vs minelayer K-wings yet but I think they might work as well. They don't need to attack to deal damage so they don't trigger Dengar's counterattack. And all they really have to do is to deal 9 damage to win, which is quite possible with prox mines, Sabine and a bit of luck.

The next wave will include 2 things that might send Dengaroo back to the shelves. The first one is cheap BMST blockers which, while unreliable, can deal a few points of extra damage to Dengar without triggering counterattack and while obstructing his movement (especially the s-loops). The other will be the Tail gunner. That guy will add another option to the "agi reduction" point while being easier to use than OM and cheaper to boot. It doesn't matter how many focus tokens Dengar might have or how much he might re-roll his green dice. If he doesn't roll them in the first place, he's toast. Norra's fire from the back arc is likely to hurt him... a lot. Hell, we might even see Kath Scarlett back on the competitive lists and that's gonna be just mean.

Tractor beams also ought to be able to do stuff to him. Ketsu crew I think will be key.

I've had reasonable success with a TIE/d tractor beam and miniswarm but you have to get decent green dice to not lose ships too quickly, and/or persuade the Dengaroo player to shoot the Defender with the response shot.

well, you can't sloop into blocks

if only seismic torps worked on ships!

Insta-destroy ship, roll for damage on each adjacent ship?

well, you can't sloop into blocks

if only seismic torps worked on ships!

Insta-destroy ship, roll for damage on each adjacent ship?

Proton Torp a DMS Z.

Neat idea but I don't think it's the asteroids that are the problem for Dengaroo and I don't think the build will last too long into the next wave. Right now Dengaroo's main counters are:

  • token denial - mostly Wes, Carnor, Omega Leader, Palob
  • 4+ dice attacks on durable ships - Brobots, U-boats etc.
  • agi reduction - mostly Outmanuever, Wedge would probably work as well if you're crazy enough to run him and have some means of keeping him alive (Biggs?)
  • ships fast enough to actually catch and kill Manaroo (not easy if the Dengaroo player knows what he's doing)

I haven't seen Dengaroo vs minelayer K-wings yet but I think they might work as well. They don't need to attack to deal damage so they don't trigger Dengar's counterattack. And all they really have to do is to deal 9 damage to win, which is quite possible with prox mines, Sabine and a bit of luck.

The next wave will include 2 things that might send Dengaroo back to the shelves. The first one is cheap BMST blockers which, while unreliable, can deal a few points of extra damage to Dengar without triggering counterattack and while obstructing his movement (especially the s-loops). The other will be the Tail gunner. That guy will add another option to the "agi reduction" point while being easier to use than OM and cheaper to boot. It doesn't matter how many focus tokens Dengar might have or how much he might re-roll his green dice. If he doesn't roll them in the first place, he's toast. Norra's fire from the back arc is likely to hurt him... a lot. Hell, we might even see Kath Scarlett back on the competitive lists and that's gonna be just mean.

Tractor beams also ought to be able to do stuff to him. Ketsu crew I think will be key.

I've had reasonable success with a TIE/d tractor beam and miniswarm but you have to get decent green dice to not lose ships too quickly, and/or persuade the Dengaroo player to shoot the Defender with the response shot.

Heh, forgot about tractors. Of course, that does work as agi reduction as well. TIE/Ds are **** risky because they can go down like a ton of bricks in a shootout with Dengar but if they can deny him his green dice, it might be worth it. Shadowcaster ought to be more effective at that and less risky too.

well, you can't sloop into blocks

if only seismic torps worked on ships!

Insta-destroy ship, roll for damage on each adjacent ship?

damage rolls on obstacles, clearly

Neat idea but I don't think it's the asteroids that are the problem for Dengaroo and I don't think the build will last too long into the next wave. Right now Dengaroo's main counters are:

  • token denial - mostly Wes, Carnor, Omega Leader, Palob
  • 4+ dice attacks on durable ships - Brobots, U-boats etc.
  • agi reduction - mostly Outmanuever, Wedge would probably work as well if you're crazy enough to run him and have some means of keeping him alive (Biggs?)
  • ships fast enough to actually catch and kill Manaroo (not easy if the Dengaroo player knows what he's doing)

I haven't seen Dengaroo vs minelayer K-wings yet but I think they might work as well. They don't need to attack to deal damage so they don't trigger Dengar's counterattack. And all they really have to do is to deal 9 damage to win, which is quite possible with prox mines, Sabine and a bit of luck.

The next wave will include 2 things that might send Dengaroo back to the shelves. The first one is cheap BMST blockers which, while unreliable, can deal a few points of extra damage to Dengar without triggering counterattack and while obstructing his movement (especially the s-loops). The other will be the Tail gunner. That guy will add another option to the "agi reduction" point while being easier to use than OM and cheaper to boot. It doesn't matter how many focus tokens Dengar might have or how much he might re-roll his green dice. If he doesn't roll them in the first place, he's toast. Norra's fire from the back arc is likely to hurt him... a lot. Hell, we might even see Kath Scarlett back on the competitive lists and that's gonna be just mean.

Tractor beams also ought to be able to do stuff to him. Ketsu crew I think will be key.

I've had reasonable success with a TIE/d tractor beam and miniswarm but you have to get decent green dice to not lose ships too quickly, and/or persuade the Dengaroo player to shoot the Defender with the response shot.

Heh, forgot about tractors. Of course, that does work as agi reduction as well. TIE/Ds are **** risky because they can go down like a ton of bricks in a shootout with Dengar but if they can deny him his green dice, it might be worth it. Shadowcaster ought to be more effective at that and less risky too.

Yeah. The principal problems I've had vs Dengaroo is that the first attack vs Countermeasures and Stim is REALLY hard to hit with in the first place, and tractoring him down to 2 AGI doesn't help a lot.

I wonder if just skipping all the shots in round 1 of firing would do the trick - focus the /d, evade with the mini crack swarm, weather the single 3 or 4 die shot, ignore him, get another shot on him the following round. I'd have to try it out. But I'm not really running this list any more following nationals this weekend, I'm moving on to post-w-9 prep.