What is your Anti-Dengaroo build?

By Gersun, in X-Wing

Well, in case you were in a cave somewhere, Dengaroo just won Worlds!

Chances are you will either be playing that list in the near future, or playing against it. So my question: What list would you build to counter Dengaroo? Kudos if it isn't half bad against palp-aces, too.

My List:

PS9 Poe (33)

Push the Limit (3)

Pattern Analyzer (2)

Autothrusters (2)

R5P9 (3)

(43)

Warden (23)

Sabine (2)

Ion Bombs (2)

Conner Net (4)

Adv Slam (2)

Extra Munitions (2)

(35)

Lt. Blount (17)

Deadeye (1)

Ion Pulse Missiles (3)

(21)

Total: 99

The idea is to make Dengar think twice about his engagement. Try to engage him near the edges or near the asteroids so that an Ion shot will either take him off of the map, or onto a rock. If Dengar can't shoot, the list's offense is moot (Hey, that rhymes, so it must be true :P ) Manaroo will also have to be cautious if there is a chance she can be flown off of the board with a connor net or Ion Pulse Missile. Finally, the more Dengar shoots at the Ion elements, the easier it will be for Poe to clean up during the end game. He is 43 points, so if he is left 1v1 with almost any ship (other than Corran or Miranda) he will win on points.

What are your anti Dengaroo builds?

Shooting at manaroo and not shooting dengar when he has you in arc...

Red Squadron + r2d6 + IA + crack shot
Red Squadron Veteran + crack shot + r3-a2 + IA
Red squadron veteran + crack shot + r2 + IA
Green squadron + Adaptability + title + refit + crack shot.

Anything with ps9 + bid or ps 10 and repositioning, or just anything fast enough to catch up with manaroo, hell even your own ship with zuckuss or latts razzi crew can ruin dengar's day

I'm still gonna run the ships I find fun, dengaroo isn't any more scary than palp+ or defenders, it will still come down to set up and dice rolls I the end

Strictly anti-Dengaroo?

Rear Admiral Chiraneau (46)
Veteran Instincts (1)
Emperor Palpatine (8)
Ysanne Isard (4)
Engine Upgrade (4)

Maarek Stele (TIE Defender) (35)
Veteran Instincts (1)
TIE/x7 (-2)

Total: 97

View in Yet Another Squad Builder

Both ships are PS Dengar+, are fast enough to chase manaroo and have good health. If RAC is being focussed Palp can be used liberaly to activate Maareks ability. Zuckuss in that scenario is completely useless. If Maarek is being focussed, Palp bolsters his defense of fully modified dice. This squadron will always go for Manaroo first.

However TLT will give that squadron a hard time, so Soontir Fel or the Inquisitor is a better choice for second ship when the incoming Dengaroo hype calms down. I also wouldn't play any of these squadrons, really, as my heart beats for Sables bombing K-Wings!

Edited by baranidlo

Take Wes and enjoy taking away dengar's infinite focus.

Take Wes and enjoy taking away dengar's infinite focus.

Dengar glitterstims in the turn he murders wes.

Shooting at manaroo and not shooting dengar when he has you in arc...

This is the key point. Killing dengaroo is as much about tactics as it is about lists.

Take Wes and enjoy taking away dengar's infinite focus.

Dengar glitterstims in the turn he murders wes.

Shooting at manaroo and not shooting dengar when he has you in arc...

This is the key point. Killing dengaroo is as much about tactics as it is about lists.

True, I don't think anyone will contest that point. However, a lot of people have been talking about 'easy' and 'hard' matchups for Dengaroo, and I was just curious to see what people had in mind. I wouldn't be surprised if those comments were a lot of hot air, but to me, it seems that Dengaroo really doesn't like A) Ships fast enough to catch Manaroo and kill her quickly, and B) Ships that can out-punch Dengar and then take out manaroo at their leisure (or not, and win on points). I'm curious what other people see that I've missed.

My future builds once Wave 10 hits

Super Dash (58) -or- Lone Wolf + Dash + Rey (56)

Eaden Vrill (32)
-Cassian Andor (2)
-Anti-Pursuit Laser (2)

-Snuggling Compartments (0)

-Rigged Cargo Shoot (1) (For other things besides Dengar)
-Heavy Laser Cannons(7) -or- Auto Blasters (5) depending on you Dash set up

For 42-44 points. (Or a Mangler for 41 points and use a 59 point VI Rey)

Simple concept, Eaden blocks Dengar and holds him off long enough for Dash to chase down and destroy Manaroo. Eaden will surely die against against Dengar, but it will be a good enough block to give Dash time to damage if not destroy Manaroo.

Eaden makes a good counter to a stressed out Dengar, and with Cassian Andor coming out it will make him that much better. While he will no doubt lose, but he will be a pain in Dengar's side. Dash is one of the few ships quick enough to keep up with Manaroo. Dash will most likely be in better shape than Dengar when they go one on one.

Edited by Jadotch

Strictly anti-Dengaroo?

Rear Admiral Chiraneau (46)

Veteran Instincts (1)

Emperor Palpatine (8)

Ysanne Isard (4)

Engine Upgrade (4)

Maarek Stele (TIE Defender) (35)

Veteran Instincts (1)

TIE/x7 (-2)

Total: 97

View in Yet Another Squad Builder

Both ships are PS Dengar+, are fast enough to chase manaroo and have good health. If RAC is being focussed Palp can be used liberaly to activate Maareks ability. Zuckuss in that scenario is completely useless. If Maarek is being focussed, Palp bolsters his defense of fully modified dice. This squadron will always go for Manaroo first.

However TLT will give that squadron a hard time, so Soontir Fel or the Inquisitor is a better choice for second ship when the incoming Dengaroo hype calms down. I also wouldn't play any of these squadrons, really, as my heart beats for Sables bombing K-Wings!

It's... quite devious against Dengaroo because once Dengar's shields are gone Maarek can start putting all sorts of nasty crits on him. Try to clear Console Fire, -1 attack or -1 agi with a stack of stress on you.

That said, I wouldn't fly this list either. Wouldn't stand up to many other lists I'm afraid...

Edited by Lightrock

Anything with ps9 + bid or ps 10 and repositioning, or just anything fast enough to catch up with manaroo

I think VI Rey is going to be pretty good and ARCs with Tailgunner will put the hurt on Dengar too with the -1 Agility from rear shots.

Strictly anti-Dengaroo?

Rear Admiral Chiraneau (46)

Veteran Instincts (1)

Emperor Palpatine (8)

Ysanne Isard (4)

Engine Upgrade (4)

Maarek Stele (TIE Defender) (35)

Veteran Instincts (1)

TIE/x7 (-2)

Total: 97

View in Yet Another Squad Builder

Both ships are PS Dengar+, are fast enough to chase manaroo and have good health. If RAC is being focussed Palp can be used liberaly to activate Maareks ability. Zuckuss in that scenario is completely useless. If Maarek is being focussed, Palp bolsters his defense of fully modified dice. This squadron will always go for Manaroo first.

However TLT will give that squadron a hard time, so Soontir Fel or the Inquisitor is a better choice for second ship when the incoming Dengaroo hype calms down. I also wouldn't play any of these squadrons, really, as my heart beats for Sables bombing K-Wings!

It's... quite devious against Dengaroo because once Dengar's shields are gone Maarek can start putting all sorts of nasty crits on him. Try to clear Console Fire, -1 attack or -1 agi with a stack of stress on you.

That said, I wouldn't fly this list either. Wouldn't stand up to many other lists I'm afraid...

I think it can stand up well enough to anything that doesn't involve TLTs. Unfortunately, (or fortunately, because I really don't like PWTs much), those are kind of inevitable without Deadeye Scouts. other meta lists? Well, Palp Defenders isn't easy, but definitly possible as you out-PS them, same thing going for traditional Palp-aces, although against those you will feel the loss of Gunner and Vader compared to the non-Palp version. Rebel regen is a bit problematic, but also possible. If I were to go to a tournament wanting to win really bad and mostly expecting Dengaroo and little TLT, I'd go for it.

I don't think the "runner up" had a bad build vs Dengaroo...

I'll leave it at that.

I don't think the "runner up" had a bad build vs Dengaroo...

I'll leave it at that.

Eh.

Corran is the kind of meat Dengar in particular just loves to chew on. He can countermeasure away the FCS lock, he's facing a fragile ship with a bunch of green dice and not many HP. He can easily die in a round if he's stupid enough to proc Dengar's ability. Corran also double taps, but it'll take him two shots to clear Dengar's shields reliably against CM and Stim/infinifocus, and he's then still got to eat through 5 hull whilst running away the following round from a turret.

And he's also very vulnerable to painbotting.

Miranda OTOH is very nice there, because SLAM lets her catch Manaroo, and conner nets let he stop dengar's actions, plus TLT, and having only 1 agility means Zuckuss isn't so good against her.

It's a solid list but it's not built with killing Dengaroo in mind. High agi low HP is where Dengaroo thrives.

I've had good luck against Dengaroo with two lists:

Lothal Rebel (44)
VCX-100 (35), Ghost (0), Fire Control System (2), Autoblaster Turret (2), Hera Syndulla (1), Tactician (2), Anti Pursuit Lasers (2)
Poe Dameron (38)
T-70 X-Wing (31), R2-D2 (3), Veteran Instincts (1), Autothrusters (2)
Tala Squadron Pilot (18)
Z-95 Headhunter (13), Homing Missiles (5), Guidance Chips (0)
The Lothal is fast enough to chase down Manaroo, can block her to prevent focus passing, and still hits hard; doesn't care about Zuckuss either. Poe if flown well hangs around until the end game and does well out-of-arc. The Tala is like a cheaper Biggs -- people get afraid of the homing missile and just want to kill it first. I designed it for Denagroo, and Palp Aces ... played at Worlds and beat Palp Defenders and a TIE swarm, but did not face Dengaroo (and got narrowly beaten by other mixed-Scum lists). The list is capable; the pilot less so.
This list has also worked for me against Dengaroo:
Jake Farrell (33)
A-Wing (24), A-Wing Test Pilot (0), Proton Rockets (3), Push the Limit (3), Autothrusters (2), Veteran Instincts (1)
Green Squadron Pilot (20) x 2
A-Wing (19), A-Wing Test Pilot (0), Chardaan Refit (-2), Crack Shot (1), Autothrusters (2), Adaptability (0)
Green Squadron Pilot (27)
A-Wing (19), A-Wing Test Pilot (0), Proton Rockets (3), Push the Limit (3), Autothrusters (2), Adaptability (0)
Again, speed to get past Dengar while surviving the turret shots is key, with enough lethality from double-Prockets to take a ship out quickly.

I'm undefeated* against Dengaroo... but the deadeye nerf hit my jank scum swarm pretty hard. Torkil Mux with TLT could probably find some new wing mates for a good Dengaroo counter.

Another thought I had: Poe with R2-D2, Sensor Cluster, and autothrusters can tank a Dengaroo shot outside of arc or at range 3. The problem of course is avoiding the revenge shot.

*Admittedly 2-0, both wins against a friend of mine in a local tournament who flew manaroo rather aggressively (his first experience with the list). So take what I say worth a grain of salt :P

Edited by WAC47

I've had good luck against Dengaroo with two lists:

Lothal Rebel (44)
VCX-100 (35), Ghost (0), Fire Control System (2), Autoblaster Turret (2), Hera Syndulla (1), Tactician (2), Anti Pursuit Lasers (2)
Poe Dameron (38)
T-70 X-Wing (31), R2-D2 (3), Veteran Instincts (1), Autothrusters (2)
Tala Squadron Pilot (18)
Z-95 Headhunter (13), Homing Missiles (5), Guidance Chips (0)
The Lothal is fast enough to chase down Manaroo, can block her to prevent focus passing, and still hits hard; doesn't care about Zuckuss either. Poe if flown well hangs around until the end game and does well out-of-arc. The Tala is like a cheaper Biggs -- people get afraid of the homing missile and just want to kill it first. I designed it for Denagroo, and Palp Aces ... played at Worlds and beat Palp Defenders and a TIE swarm, but did not face Dengaroo (and got narrowly beaten by other mixed-Scum lists). The list is capable; the pilot less so.
This list has also worked for me against Dengaroo:
Jake Farrell (33)
A-Wing (24), A-Wing Test Pilot (0), Proton Rockets (3), Push the Limit (3), Autothrusters (2), Veteran Instincts (1)
Green Squadron Pilot (20) x 2
A-Wing (19), A-Wing Test Pilot (0), Chardaan Refit (-2), Crack Shot (1), Autothrusters (2), Adaptability (0)
Green Squadron Pilot (27)
A-Wing (19), A-Wing Test Pilot (0), Proton Rockets (3), Push the Limit (3), Autothrusters (2), Adaptability (0)
Again, speed to get past Dengar while surviving the turret shots is key, with enough lethality from double-Prockets to take a ship out quickly.

Both lists are really cool. How did that Poe build work for you? If I were Dengar, that would be my priority target.

Another thought I had: Poe with R2-D2, Sensor Cluster, and autothrusters can tank a Dengaroo shot outside of arc or at range 3. The problem of course is avoiding the revenge shot.

Biggs is one option, that way Poe only has to eat the Revenge shot while the Stache takes the main shot.

Actually I think that Biggs is going to be a pretty important part of any Rebel fleet tangling with Dengaroo since it breaks the dreaded double-tap.

Both lists are really cool. How did that Poe build work for you? If I were Dengar, that would be my priority target.

The games I lose tend to be the ones where I get impatient with Poe, or my opponent makes him the priority target. I typically try to run Poe on a flank -- the choice about comng in slow, or going really fast to get around the enemy is the tough one. Choose to go fast and have the enemy turn on Poe and ... yikes.

Versus Denagroo, the specific strategy has been to start the Ghost on my middle-right, aiming across the middle of the board to the upper left corner where Manaroo is typically headed. The Ghost can get there and cut off Manaroo; if Dengar turns in you block him. If Manaroo turns in or goes slow on the first turn you're in great blocking position. The Tala follows the Ghost; if Manroo turns in short you target lock her to force the lock to Dengar (who then wastes his Countermeasures -- or if not you trade the Tala to pump the missile into him). Poe goes slow, works the left flank to head off Manaroo.

If my opponent goes after the Tala first I usually come out on top. I like the list (and variations -- was running Reinforced Deflectors on the Ghost before the Deadeye nerf) but could do better with it.

Edited by Hawkstrike

The Dengaroo Killer?

I'm going to try to build a list for my Regional Championship that bust-heads on this abomination... as well as Palpy.

So far, I've come to one conclusion:

If Zuckuss is on the enemy's Dengar+Manaroo squad, it is a headache. So I'll prescribe Boba Fett and BMST. (if Scum had a decent bomber, I would load up some ordinance for some help with a couple Conner Nets.)

Does Boba Fett crew proc on a Proton Bomb? That would be an interesting way to drop Zuckuss early. I feel like Dengar is easyish to bomb because he usually flies straight into the asteroids, and wants to joust.

No. Boba crew only procs on an attack, i.e. a primary weapon or something with the Attack: header.

Hodor.