My first Dengaroo list.

By Sixter, in X-Wing Squad Lists

I´m trying to get back into the game and want to play something fun and solid. I watched Worlds like most people here probably and enjoyed how the winner was able to make his opponents make bad decisions and turn games around with his Dengaroo list. I especially liked the combo of Gonk, R5-P8 and Feedback Array on Manaroo which made her something to fear in a possible 1v1 endgame. I´m adding torps to Manaroo to give her some bite because Id really like it to be a 2-ship list.

So, here is what I´m starting with:

Dengar/LoneWolf/Zuckuss/Overclocked/Glitterstim/Title/Countermeasures 54 pts

Manaroo/PtL/ExtraMun/PlasmaTorps/Gonk/R5P8/Feedback/Engine 46 pts

What do you think? (I know people have probably seen all Dengaroo variants, but never the less...)

So is the only difference between list and the one that won worlds that you've dropped seismics and taken plasmas plus extra munitions? When you're only making minor changes to a list that has just won worlds you would probably say that the list is strong because it is very similar to a list that has just been proven to be very strong.

Now I would say that the stength of Dengaroo lists generally comes from keeping manaroo out of the fight so that Dengar can keep doing his thing as long as possible. The more aggressively you play her the less likely she is to last, and without her the list can fall apart because a stressed dengar without any tokens being passed to him isn't so scary. If you want to play it as a 2 ship list you might find you have less success than playing it as a 1 + support ship list.

Also the world's list had a 3 point bid which is basically enough to always give you choice on initiative whenever you face other PS9 or PS4 ships.

Now I would say that the stength of Dengaroo lists generally comes from keeping manaroo out of the fight so that Dengar can keep doing his thing as long as possible. The more aggressively you play her the less likely she is to last, and without her the list can fall apart because a stressed dengar without any tokens being passed to him isn't so scary. If you want to play it as a 2 ship list you might find you have less success than playing it as a 1 + support ship list.

Agreed. Most of the time when I've done well against manaroo/palpatine builds it's when I've been able to zip past the combatant and murder the support ship.

Manaroo doesn't usually need an Illicit upgrade, and given this, and the fact that Heroes of the Resistance is now a thing, I would suggest that a very good use of a spare point would be a Burnout SLAM - if she gets cornered, being able to do a speed 3 turn/speed 3 straight/Push The Limit Boost is pretty good as a GTFO move.

Yes, it's one use, but if Manaroo gets cornered again, hopefully you should have knocked some serious holes in the enemy first.

Edited by Magnus Grendel

You need an initiative bid. There are too many counters that are initiative dependent.

This Dengaroo list would get destroyed by my soft-counter list, where a Dengaroo list that gives up initiative poses a much more serious problem.

This is both for Dengar's purposes (PS9, Countermeasures), and Manaroo (order of pilot abilities), and varies from match to match.