Dengaroo, how to combat it??

By Mcpolle, in X-Wing

Hi guys,

Even after wave nine has come, it seems that Dengaroo is still a very big thing?? I can play against most things, and some things for sure are easier than others, but Dengaroo, always hae me at a loss,, does not seem to matter what I am playing, and if I try to get either Dengar or Manaroo first.

So what I am asking for, is a little advice, on what do you do to combat that list??

When you go to a tourney, or when you are building your list, how do you take this top list onto account.

Thx for any good advice that follows.

Paul

You have two options

1) Hit hard enough to get through Lone Wolf and focus tokens, often utilizing methods that don't depend on Target Lock

2) Have ships fast enough and durable to catch Manaroo and grind her down while ignoring Dengar

You have two options

1) Hit hard enough to get through Lone Wolf and focus tokens, often utilizing methods that don't depend on Target Lock

2) Have ships fast enough and durable to catch Manaroo and grind her down while ignoring Dengar

Markham pretty much nailed it.

What kind of list are you running? Like he said, if you have the firepower then kill Dengar as fast as you can. If you have the speed/maneuverability to catch/corner Manaroo then go for her.

Kill Manaroo.....fighting super Dengar is just too hard

This post from the one of the users at dockingbay416.com site explains how to crush Dengaroo and send them home crying after, by an efficient use of a TIE swarm.

http://dockingbay416.com/diedengaroodie/

Edited by Slugrage

I haven't tried it but duel defenders and palmobil maybe a good way to beat it

With dengar using zuckass, with an evade, focus, and Palatine does give you a fighting chance against zuckass. At least if you do end up rolling 3 blanks you can stop 2 dmg. Dengar is usually pretty predictable as you know his scheme, so just line up your shots and make them count.

Out if the few times I've flown against dengaroo I've lost 2 games while flying whisper omega and yorr, but I have beaten him at least twice with this list

Whisper

Veteran instinct

Klaus

Fcs

Advanced cloak

Omnicron

Palatine

Gamma vet

Crackshot

Homing missles

Ion bombs

Extra munitions

Long range scanners

Both games I've won I still lost whisper, but always pushed enough dmg through, leaving the untouched bomber and shuttle ae to finish off dengar, and manaroo

Ion bombs have always seemed to have helped

Edited by Krynn007

dengaroo is a bit weird

my local meta was thoroughly unimpressed by initial attempts, though it's uncertain whether or not it was due to list effectiveness or sheer boredom

**** thing chews through swarms and other green dice dependent stuff, but palp aces just don't seem to give a ****. So long as you ignore dengar's ability (arc-dodge; don't shoot him in arc), you're guaranteed to evade the entirety of his attack. A soontir rolling 4 blanks v an out-of-arc shot is still getting thrusters + evade + palp for 0 damage, which seems to allow a pretty trivial chasing of manaroo

my personal experiences v dengaroo are with bomber Ks (sabined through dengar), scouts (torped through dengar) and ARCs (Tailgunned through dengar), but I'm not exactly the kind of player who is so impressed by Zuckuss' ability (I wonder why...) which seems to be the crux of what everyone complains about

a couple of things helped that weren't mentioned, though, were biggs (forced split fire of dengar's initial attack + ability) and blocking the white sloop. If you deny dengar's 2nd attack (ability), the list's damage output becomes truly abysmal. Even the 2-ship lists of yor hit a lot harder than just dengar's 3-dice pwt

Edited by ficklegreendice

Ketsu and Old Teroch. Ketsu has the ability to take both his evade dice away, Old Teroch can take his focus. With both of those gone he will take a boat load of damage every turn, and his dice are modified by a single TL if he brings Manaroo in close enough to TL. And in that case you can switch to killing her.

Ketsu and Old Teroch. Ketsu has the ability to take both his evade dice away, Old Teroch can take his focus. With both of those gone he will take a boat load of damage every turn, and his dice are modified by a single TL if he brings Manaroo in close enough to TL. And in that case you can switch to killing her.

Though I've yet to try it I don't think teroch is going to be overly effective.

First dengar shoots first.

Second teroch has to survive the opening barrage from dengar with a plasma torp. And getting him into range 1.

Third, OK you did good, teroch survived and got nicely in range 1 of dengar in his arc. Congratulations you took his focus token's. Now dengar will pop glitterstim and still has lone wolf. If you didn't bump chances are pretty good thats the end for ol teroch, and next round dengar isn't going to car much about old teroch even if he lived. He'll s loop and finish him off anyway.

The hardest part of all this is having teroch live long enough to even get into range 1. With plasma torp, and dengar counter attack could be quite hard.

Well just don't shoot at him is what people will say with teroch. OK, that's still working in his favor. He'll shoot at something else if able, if not and teroch does get into range 1, oh well glitterstim

I've beaten it with Dash Poe. It is tough, but if you focus down Manaroo Dengar becomes much easier to deal wtih

I haven't actually tried this, but IMO it seems like it should work:)

Dengaroo seems to depend on a couple of things:

1) Dengar not caring about stress

2) Manaroo feeding Dengar focus tokens.

So a strategy that takes away those advantages ought to work:

Use Asajj Ventress in the Shadow Caster giving Manaroo stress tokens limiting her ability to both push the limit/boost away and give Dengar focus tokens

Then stock up on anything that takes advantage of Dengars stress like Latts Razzi crew which can take a stress to give you an evade or Black Market Slicer Tools to hopefully give a damage card.

You can also add tactician to Asajj or another ship to hopefully help deal out stress and/or use your other stress enabling abilities.

"I'll show you the dark side"

Choose [injured Pilot]

Watch all 'old' damage decks dissapear from tournaments

"I'll show you the dark side"

Choose [injured Pilot]

Watch all 'old' damage decks dissapear from tournaments

What kind of numpty would run dengaroo with the old deck?

I haven't actually tried this, but IMO it seems like it should work:)

Dengaroo seems to depend on a couple of things:

1) Dengar not caring about stress

2) Manaroo feeding Dengar focus tokens.

So a strategy that takes away those advantages ought to work:

Use Asajj Ventress in the Shadow Caster giving Manaroo stress tokens limiting her ability to both push the limit/boost away and give Dengar focus tokens

Then stock up on anything that takes advantage of Dengars stress like Latts Razzi crew which can take a stress to give you an evade or Black Market Slicer Tools to hopefully give a damage card.

You can also add tactician to Asajj or another ship to hopefully help deal out stress and/or use your other stress enabling abilities.

It's not just dengar action and second atta k that's deadly, it's the ability to make a person reroll his green dice. This is huge.

I think people are underestimating dengeraoo by simply saying stress and go after manaroo. A player who is skilled with dengeraoo is not going to make that easy. While you chase manaroo, dengar is free to roam. If you finally do catch her dengar still has glitterstim to help a round with no action.

Asajj will likely melt pretty fast from dengar imo. She can't go fast enough to keep up with ptl manaroo, and don't forget her ability, along with tactician requires to be in at least range 2 so again that's no easy task. Asajj has no boost or barrel roll capabilities, and if you out engine upgrade on her she's getting quite expensive. Even if you do manage to finally get to shoot at manaroo, you have to get her in your mobile arc, and range 2. Plus don't forget dengar is there

Black market slicer tools is only going to hurt you more in this case I'm afraid. With 5 hull that's 5 rounds of rolling hits/crits to do one dmg to his hull at the cost of an action. That's even better for dengar. No defensive tokenz (maybe the free evade) means dengar is going to be able to push 3-4 dmg onto asajj

This is how I see it play out.

Dengar is going to target lock asajj. Manaroo pass him focus and there a very high chance asajj is going to lose her 3 shields in the first round of combat.

Does she shoot back?

If yes shell likely be near dead. If no, dengar is OK with that too. Nex round she ignore dengar and goes for manaroo, which lets say the manaroo player didn't account for something, and assaj got range 3 shot. Manaroo is still unstressed, and dengar is going to attack again. Plus if you can shoot manaroo, she can shoot back. If mana has r5p8 on there then that's even more chance of doing free dmg to assaj.

My point, it's not going to be an easy task by any means.

Ii think double defender and palmobile is a much better way to defeat dengeraoo. Having stacks of token's with the emperor gives them a decent chance to survive zuckass rerolls and hopefully push enough dmg on to dengar before you lose a defender

Edited by Krynn007

I haven't actually tried this, but IMO it seems like it should work:)

Dengaroo seems to depend on a couple of things:

1) Dengar not caring about stress

2) Manaroo feeding Dengar focus tokens.

So a strategy that takes away those advantages ought to work:

Use Asajj Ventress in the Shadow Caster giving Manaroo stress tokens limiting her ability to both push the limit/boost away and give Dengar focus tokens

Then stock up on anything that takes advantage of Dengars stress like Latts Razzi crew which can take a stress to give you an evade or Black Market Slicer Tools to hopefully give a damage card.

You can also add tactician to Asajj or another ship to hopefully help deal out stress and/or use your other stress enabling abilities.

You forgot about number a very important factor # 3 Zuckass!!!

It's not just dengar action and second atta k that's deadly, it's the ability to make a person reroll his green dice. This is huge.

I think people are underestimating dengeraoo by simply saying stress and go after manaroo. A player who is skilled with dengeraoo is not going to make that easy. While you chase manaroo, dengar is free to roam. If you finally do catch her dengar still has glitterstim to help a round with no action.

Asajj will likely melt pretty fast from dengar imo. She can't go fast enough to keep up with ptl manaroo, and don't forget her ability, along with tactician requires to be in at least range 2 so again that's no easy task. Asajj has no boost or barrel roll capabilities, and if you out engine upgrade on her she's getting quite expensive. Even if you do manage to finally get to shoot at manaroo, you have to get her in your mobile arc, and range 2. Plus don't forget dengar is there

"melt?"

if dengar's dice are absolutely perfect , it'll still take 3 rounds. It's a single 3-dice PWT, not the hammer of thor himself

not even counting the fact that asajj can evade

also, "not fast enough to catch manaroo"?

they have the same maneuverability (caster can 3-turn) AND boost, except asajj is ps 6

asajj is always going to be expensive, but you're running EU on her. It's just too conducive to her long term survivability and utility to pass up

the shadowcaster (re: lancer pursuit class) should be one of the ships having the absolute least issue catching manaroo

Edited by ficklegreendice

Asajj has no boost or barrel roll capabilities...

Wut?

I thought that the most popular Asajj build was PtL with engines? Should be plenty capable of catching Manaroo.

I think it's the fastest ship in the game, maxing out at 10 base displacements with a 5-forward and a boost.

Adv Homing missiles+ Boba.

Pop out Zuckuss.

...and then, lol.

"I'll show you the dark side"

Choose [injured Pilot]

Watch all 'old' damage decks dissapear from tournaments

What kind of numpty would run dengaroo with the old deck?

ISYTDS is still gonna screw with Dengar hugely. Blinded Pilot is a thing.

Adv Homing missiles+ Boba.

Pop out Zuckuss.

...and then, lol.

Zuckuss over Punishing One title?

You crazy, friendo. You crazy.

Adv Homing missiles+ Boba.

Pop out Zuckuss.

...and then, lol.

Zuckuss over Punishing One title?

You crazy, friendo. You crazy.

Funny story, I was playing Dengaroo in a tournament. Received Weapons failure as my first hull damage on Dengar, and then he Boba'ed my title. One attack dropped me to a 1 die primary.

Why not try stressing manaroo. She usually uses push the limit. So stack one other stess token on her and lock her down. Asajj would be perfect for this. Just run something with her that can nuke Manny quick. Once she is gone Dengar is very underwhelming.

Asajj with Latts is 2 evade tokens BEFORE rolling green dice. Dengar is going to find it impossible to drop her.

From my understanding Dengar uses Zuckuss to reroll defender's dice first, then Asajj will eat Dengar's stress for the free evade.

And then you have that TLT dead zone behind Asajj, Dengar can dish out 3 damage to a Y-Wing and eat 2-3 in return.

Ii think double defender and palmobile is a much better way to defeat dengeraoo. Having stacks of token's with the emperor gives them a decent chance to survive zuckass rerolls and hopefully push enough dmg on to dengar before you lose a defender

Decent is really underselling the Defenders. If Dengar goes for them instead of burning the shuttle, once his torpedo is gone the best case scenario is he pushes one damage through. Well, two if the Defender went slow for some reason. Assuming not range one, but Dengar is going to have trouble maintaining r1, particularly if he's been using Zuckuss.

I haven't actually tried this, but IMO it seems like it should work:)

Dengaroo seems to depend on a couple of things:

1) Dengar not caring about stress

2) Manaroo feeding Dengar focus tokens.

So a strategy that takes away those advantages ought to work:

Use Asajj Ventress in the Shadow Caster giving Manaroo stress tokens limiting her ability to both push the limit/boost away and give Dengar focus tokens

Then stock up on anything that takes advantage of Dengars stress like Latts Razzi crew which can take a stress to give you an evade or Black Market Slicer Tools to hopefully give a damage card.

You can also add tactician to Asajj or another ship to hopefully help deal out stress and/or use your other stress enabling abilities.

You forgot about number a very important factor # 3 Zuckass!!!

It's not just dengar action and second atta k that's deadly, it's the ability to make a person reroll his green dice. This is huge.

I think people are underestimating dengeraoo by simply saying stress and go after manaroo. A player who is skilled with dengeraoo is not going to make that easy. While you chase manaroo, dengar is free to roam. If you finally do catch her dengar still has glitterstim to help a round with no action.

Asajj will likely melt pretty fast from dengar imo. She can't go fast enough to keep up with ptl manaroo, and don't forget her ability, along with tactician requires to be in at least range 2 so again that's no easy task. Asajj has no boost or barrel roll capabilities, and if you out engine upgrade on her she's getting quite expensive. Even if you do manage to finally get to shoot at manaroo, you have to get her in your mobile arc, and range 2. Plus don't forget dengar is there

"melt?"

if dengar's dice are absolutely perfect , it'll still take 3 rounds. It's a single 3-dice PWT, not the hammer of thor himself

not even counting the fact that asajj can evade

also, "not fast enough to catch manaroo"?

they have the same maneuverability (caster can 3-turn) AND boost, except asajj is ps 6

asajj is always going to be expensive, but you're running EU on her. It's just too conducive to her long term survivability and utility to pass up

the shadowcaster (re: lancer pursuit class) should be one of the ships having the absolute least issue catching manaroo

Your forgetting that when dengar fires off his missle, he has a good chance of doing 4 dmg, then another 3 if he gets to do a follow up shot, not counting any crits that may get through. Asajj only has 2 green dice, so from the start dengar is probably going to take all her shields. Even if she manages to block 2, it's enough to take off her shields Next attack it's going to her hull. There is a very good chance with Zuckass, lone wolf and his focus of Getting a lot of dmg in one round. Next round she could be dead. A range 1 shot from dengar is not going to tickle, and come on, if your gunning for manaroo, you don't think a skilled dengar player won't see that?

OK how about she doesn't attack. Great dengar is still feeling fine. Asajj took some hIts and dengar is still doing ok. If the dengeraoo player knows what he's doing its going to be at least another turn before asajj catches manaroo. Even if she catches manaroo the next round she still has to get into range 1-2. She still has dengar shooting at her, and even if she did stress manaroo, dengar isn't going to feel the effects of that until the next round, and by then asajj is probably dead. Manaroo with the r5 droid can also shoot back if asajj is shooting.

If your putting engine on asajj then she doesn't have gyroscopic targeting or whatever it's called, so is she boosting with engine upgrade, or does she have to use her action to rotate her arc? If she has to rotate her arc, she can't boost, and vice versa. Put gyroscopic targeting on her and no boost, but at least she can turn her mobile arc as a free action.

I never once said dengar is the almighty thor. You made that up yourself. Dengar with Zuckass, a nice opening salvo, a reroll, and focuses is still going to hurt, and it does, not to mention his double tap if that does happen

Edit

I'm not saying it's not impossible so don't take it like that. I'm just saying I don't think itll be easy. Itll also highly depend on who is with asajj.

Dice can fail, people make mistakes, but if the dengaroo player is skilled it won't be easy.

People seem to think "oh just do this" that's not always the case, and easier said than done. Dengeraoo is still a tough nut to crack. Things like defenders I think would have an easier time.

As I mentioned before I've beaten dengeraoo on multiple occasions, and each time I gunned Dengar down fast. Chasing manaroo can bite you in the ass pretty hard. Especially if she gets away

Edited by Krynn007

Asajj has no boost or barrel roll capabilities...

Wut?

I thought that the most popular Asajj build was PtL with engines? Should be plenty capable of catching Manaroo.

I think it's the fastest ship in the game, maxing out at 10 base displacements with a 5-forward and a boost.

Edited by Krynn007