What is your Anti-Dengaroo build?

By Gersun, in X-Wing

Cassian Andor crew on a YT2400 with APL is going to make life miserable for poor Mr. Dengar.

This is why my vote is for Eaden Vrill as a blocker. With all that stress stacking up, he will always be shooting 3+ against Dengar while not in the firing arc. Plus if you put a black market slicer on him he will be great for blocking Dengar for a possible 2 damage that is immune to Zuckuss.

You can use a Super Dash or a VI Rey to chase down Manaroo.

Why would his damage NOT be immune to Zuckuss? Zuckuss works on defence dice, and Eaden's are very much still subject to him.

The damage is immune to Zuckuss because you're blocking Dengar and can't be shot. 1 potential damage for the APL, 1 potential damage from BMST.

Yeah, probably works OK, as long as you bring an Intel Agent as well to know where Dengar's going.

That is why we are saying Cassian Andor crew (in the future U-Wing expansion), he is like an Intel Agent, but better.

*Edit* Plus Cassian will be fun against the TIE Defenders, prepare for another maneuver and guess "4-K" every turn.

Edited by Jadotch

Cassian Andor crew on a YT2400 with APL is going to make life miserable for poor Mr. Dengar.

This is why my vote is for Eaden Vrill as a blocker. With all that stress stacking up, he will always be shooting 3+ against Dengar while not in the firing arc. Plus if you put a black market slicer on him he will be great for blocking Dengar for a possible 2 damage that is immune to Zuckuss.

You can use a Super Dash or a VI Rey to chase down Manaroo.

Why would his damage NOT be immune to Zuckuss? Zuckuss works on defence dice, and Eaden's are very much still subject to him.

The damage is immune to Zuckuss because you're blocking Dengar and can't be shot. 1 potential damage for the APL, 1 potential damage from BMST.

Yeah, probably works OK, as long as you bring an Intel Agent as well to know where Dengar's going.

That is why we are saying Cassian Andor crew (in the future U-Wing expansion), he is like an Intel Agent, but better.

*Edit* Plus Cassian will be fun against the TIE Defenders, prepare for another maneuver and guess "4-K" every turn.

yeah, Cassian's going to be REALLY nice for blocking. That's gonna be fun to prep for...

RAC crew options, you have to be getting a LOT of good to not go with Gunner and either Palp or HotCoP&Vader. Palp makes his average roll at r1 hhcc. HotCoP does less reliable damage but strips tokens at high PS, and Vader does Vader, though you probably wouldn't use him much against Dengaroo, he's great against squishier targets. Palp/Gunner means the likes of Soontir need to dodge 4 hits twice or basically die.

So the temptation is to go quality and not quantity, but I feel as though that's a mistake.

The more ships on the table, the more your opponent has to watch for odd angles, has to trust green dice, and has to worry about incoming fire. Palp is off the table because he's simply too expensive when put on RAC's ship - and RAC by himself is actually very strong. I like dice mods, and I'm not against Palpatine, but I think the more dice you're rolling, the better.

The more I think about it, though, the more I feel as though Wampa + TC is the way to go instead of ZetaL; it gives you enough points to put Rebel Captive to punish Aces and x7s, AND Agent Kallus to act as a crew Predator. Or Gunner if that's your preference. Also, Wampa and a Doomshuttle gives you plenty of no-dodging damage to screw with defense token stacks and (in theory) provide enough threat to get heat off your game closer.

Edited by iamfanboy

Unfortunately, Overclocked Astromech Dengar doesn't care about hotshot copilot, but that is great crew against a lot of other ships.

I agree on RAC, he is a powerhouse and Dengaroo won't like that matchup. Doomshuttle seems better with Baffle though so you can spam stops or actually turn around.

Yeah, HotCoP isn't a counter to OCR4 Dengar. It is potentially to Manaroo if you can chase her down though, because she either feeds tokens to Dengar who doesn't do as much with them, or keeps them and is forced to spend them.

TLT-Kanan with tactician and Biggs destroys Dengaroo, and can even win a joust if you are clever enough. It seems strange to me that more people does not play that list. Its been my go to squad for a good while now, and seems strong against most lists.

Kanan-Biggs definitely rocks against Dengaroo but I am not seeing the value in Tactician so much since Dengar doesn't really care about Stress. Sure it is handy to be able to pile some onto Manaroo but the advantage of the Ghost with Kanan at the helm is he can straight-up joust Dengar, he doesn't need to go Manaroo-hunting.

Personally I would run something like this.

52 Kanan (38), TLT (6), Rec Spec (3), Jan Ors (2), FCS (2), Tactical Jammer (1), Ghost Title (0)

18 Zeb (18), Phantom Title (0)

28 Biggs (25), M9-G8 (3), IA (0)

98 Total

With 2 Focus per turn, Kanan can reduce both of Dengar's shots and as long as Biggs maintains a Target Lock, Dengar will have to reroll one of his hits too. With his infinite Focus, it might not stop that many hits but it should at least reduce the number of incoming crits.

FCS boosts the value of the Ghost's double-tap and allows you to effortlessly regain a lock if Dengar triggers Countermeasures to try and get rid of it. 4 Dice to the face followed up but a TLT will burn through Dengar's defenses pretty quickly while Dengar will only be getting 4-6 dice back and may even have to split them between Kanan and Biggs. Kanan won't be bothered by Zuckuss while Biggs will get a bit of extra protection from the Tactical Jammer.

Jan Ors is useful for Biggs as an Evade token will be more useful than a Focus if Zuckuss starts reducing his agility. She is not essential and you have 2 points to spare so there is some scope to tinker here. Zeb is there purely to power the second shot and enable the rear arc on the Ghost. If you ever get to the point where you need to launch him, you are probably losing anyway. ;)

Edited by Karhedron

Would the old school rebel stress control work for anti dengaroo?

Your main damage goes for Dengar as normal but the stress hog goes for Mani. If she's multi stressed she can't do the actions to pass (k4 being an exception).

It's not perfect but flown well it has a chance IMO.

Would the old school rebel stress control work for anti dengaroo?

Your main damage goes for Dengar as normal but the stress hog goes for Mani. If she's multi stressed she can't do the actions to pass (k4 being an exception).

It's not perfect but flown well it has a chance IMO.

Mana should be able to dodge the stresshog reasonably reliably and if she's lucky, still feed tokens to Dengar.

She moves after it and usually has Engine Upgrade and always has Barrel Roll. And once she's behind it she never cares about it again.

Rebel Stress is good but the trick is getting to Manny. Both the ARC and the Y-wing (our best carriers for the Stressbot) are pretty slow so getting around Dengar to get at his girlfriend will not be easy. Tactician is an option but finding the right carrier is tricky. It needs to be fast enough to catch Manny whilst having a spare crew slot not occupied by a (near) mandatory character. Hawk is too squishy, ARC is too slow, YT-2400 is an option but SuperDash really loves Kanan, YT-1300 is fairly pricey.

The best bet for Tactician carrier might be a cheap Lothal Rebel with EU. Fast enough to catch Manny, enough firepower to hurt her and tough enough to barge past Dengar on the way if necessary.

Would the old school rebel stress control work for anti dengaroo?

Your main damage goes for Dengar as normal but the stress hog goes for Mani. If she's multi stressed she can't do the actions to pass (k4 being an exception).

It's not perfect but flown well it has a chance IMO.

Mana should be able to dodge the stresshog reasonably reliably and if she's lucky, still feed tokens to Dengar.

She moves after it and usually has Engine Upgrade and always has Barrel Roll. And once she's behind it she never cares about it again.

If she's boosting and BRolling then she's not passing as much hopefully.

So *slim* chance?

Would the old school rebel stress control work for anti dengaroo?

Your main damage goes for Dengar as normal but the stress hog goes for Mani. If she's multi stressed she can't do the actions to pass (k4 being an exception).

It's not perfect but flown well it has a chance IMO.

Mana should be able to dodge the stresshog reasonably reliably and if she's lucky, still feed tokens to Dengar.

She moves after it and usually has Engine Upgrade and always has Barrel Roll. And once she's behind it she never cares about it again.

If she's boosting and BRolling then she's not passing as much hopefully.

So *slim* chance?

For one round, maybe, for which Dengar has Glitterstim or if his player does well, just manages to take a focus action himself.

Tailgunner ARCs ruin his **** in my experience

Problem is theres no way to double stress other lists with two tailgunner ARCs; not sure if its worth going r3a2 and tailgunner

Thane in particular is amazing, as dengar likes to go for international self blocks because he gets his mods regardless but suffers less fire

With thane, though, you focus and use dengars two attacks to VT out of base 2 base and TL and just let him have it

Edited by ficklegreendice

Don't let this thread die now! I want more ideaz.

Palp defenders is still the best counter. Triple defenders also works really well.

Decimator Ace is also good.

Coming from someone with over 100 games of Dengaroo just run palp defenders or trip defenders. Never shoot dengar in arc until manaroo is dead, use common sense shooting dengar after that. It's super easy I don't see why you need to build a squad around it when the single most popular ship in the game counters it perfectly. I only read page 1 sorry if this was posted.

I won a close game with my Rey list. She's PS10 with EU, and so can get after Manaroo fairly well. I fly her with Norra, who's tanky enough to do damage to Dengar and with tailgunner can run behind him and try and put out those crits on a 1 defence dice ship.

.52 Kanan (38), TLT (6), Rec Spec (3), Jan Ors (2), FCS (2), Tactical Jammer (1), Ghost Title (0)

18 Zeb (18), Phantom Title (0)

28 Biggs (25), M9-G8 (3), IA (0)

98 Total

With 2 Focus per turn, Kanan can reduce both of Dengar's shots and as long as Biggs maintains a Target Lock, Dengar will have to reroll one of his hits too. With his infinite Focus, it might not stop that many hits but it should at least reduce the number of incoming crits.

FCS boosts the value of the Ghost's double-tap and allows you to effortlessly regain a lock if Dengar triggers Countermeasures to try and get rid of it. 4 Dice to the face followed up but a TLT will burn through Dengar's defenses pretty quickly while Dengar will only be getting 4-6 dice back and may even have to split them between Kanan and Biggs. Kanan won't be bothered by Zuckuss while Biggs will get a bit of extra protection from the Tactical Jammer.

Jan Ors is useful for Biggs as an Evade token will be more useful than a Focus if Zuckuss starts reducing his agility. She is not essential and you have 2 points to spare so there is some scope to tinker here. Zeb is there purely to power the second shot and enable the rear arc on the Ghost. If you ever get to the point where you need to launch him, you are probably losing anyway. ;)

I've been using M9-G8 in HotAC and man it's much better than I expected. If you have the points available to put him on Biggs, that might be the best astromech for him to help keep him alive if you run him with Kanan like in your list.

Edited by RStan

Tailgunner ARCs ruin his **** in my experience

Problem is theres no way to double stress other lists with two tailgunner ARCs; not sure if its worth going r3a2 and tailgunner

Thane in particular is amazing, as dengar likes to go for international self blocks because he gets his mods regardless but suffers less fire

With thane, though, you focus and use dengars two attacks to VT out of base 2 base and TL and just let him have it

not to quote myself for anyone pretentious purposes, but an update on two tailgunner ARCs (no double stress capabilities)

tested on tuesday

no-*******-body brought Dengaroo (disappoint!!!!!!!!!!!!!!!!!)

instead, I had to wade through four more Fen Raus, three of them mindlinked with other stuff

Did miss the double stress for Rau himself (Though the mindlink stress chain is funny as all hell and makes blocking a breeze. Never leave home without VTs, folks!) but otherwise didn't really feel compromised. Thane and Biggs were able to deliver Norra into nigh un-losable late game scenarios, except during the last game where bouts off bad dice steamrolled my opponent

better him than me

so, for the purposes of seeing how building to counter dengaroo screws you v other match-ups, the tentative answer is "not as much as I feared"

the big question is still Defenders, which Braylen loves to gunner down. Uncertain if the single stress combined with non-Ryad's almost never shedding it will make a big enough impact. Tailgunner by itself (Re: no norra +1 to max damage) tends to fare poorly v evade tokens

Edited by ficklegreendice