Triple Defender vs Dengaroo

By Shrike37, in X-Wing

With a triple defender list against a Dengar + PTL Engine Manaroo, what is generally the best way to tackle that match up? Try to chase Manaroo down first (even though it has PTL and Engine)? Only attack Dengar when you won't let him get his double tap? Or just try to pound Dengar as fast as you can even if he has in arc shots?

Edited by Shrike37

Chasing down EU Manaroo with small-based, non-boosting ships is going to be hard work. You may manage to corner her eventually (even Manaroo can't run forever if you cast your net wide enough) but Dengar will likely be shooting you in the back the whole time. He doesn't like it when people get rough with his missus. ;)

I would say take on Dengar but try to play it smart and avoid Range 1. A 3-dice PWT will need a lot of luck to damage a Focus+Evade /x7 Defender. Dengar will normally be moving last and shooting first but as soon as stress starts to stack up, he won't be Barrel Rolling to reposition. He also depends on his white sloop to turn quickly so block it if you can.

My tri-Defender list looks like this:

36 Ryad (34), /x7 (-2), PTL (3), Mk2 Engines (1)
36 Vessery (35), /x7 (-2), Juke (2), Mk2 Engines (1)
28 Delta Squadron Pilot (30), /x7 (-2)

I would normally put the Delta on blocking duty where possible although any of your pilots can manage it against Dengar. Try to keep out of his arc where possible and definitely avoid it at Range 1. Ryad is important here as she can pull any length of K-turn she likes and still shed her stress. Space your ships out a little so that he cannot catch more than 1 ship in arc per turn. If a ship ends up in arc, don't shoot with it unless you are confident that shot will kill Dengar.

If given the chance, Dengar can get 2 4-dice attacks per turn which will mulch most opposition. Deny him that Range 1 bonus and double tap and suddenly Dengar only has a 3-dice attack to fight off 3 tokened-up Defenders.

Put TLs on Dengar early to encourage him to pop his counter-measures. They will buy him a turn's breathing space but you can keep hammering him.

I've done it with Palp Defenders so it's a bit different, but yeah exactly as Karhedron says. Your Defenders are pretty good at withstanding 1 attack per turn but the second one is likely to hurt them pretty badly.

Split your forces so you've always got ships outside his arc, and wherever possible look to block his sloop to prevent him turning his arc around.

Depending on how aggro their Manaroo build is she could decide to come in and help Dengar out. Scare her away if you have to but don't get distracted and split your fire too much - you want a dead Jumpmaster not two half-dead ones.

Ron Swanson has pretty good X-Wing advice (spoiler for mild language):

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That's gonna appear in one of my blogs at some point, guaranteed.

My rule of thumb against Dengaroo: kill whichever one presents itself first. That's usually going to be Dengar because a properly flown Manaroo shouldn't get caught by Defenders.

Always remember not shooting is an option when in Dengar's arc and attack from multiple directions to make sure you always have out-of-arc shots (a good idea with Defenders in general). Even with Zuckuss you should be able to tank a shot from Dengar at range 2-3 each turn.

Edited by Jike

Go after Manaroo first. Put one defender on the right, one in the middle and one on the left. That way, she can't escape them all, which will happen when you put the three defenders together. Ignore Dengar and just focus on Manaroo. Don't be afraid to cross debris or rocks if you are out of position. Never attack Dengar in arc with a defender that already lost his tokens. Should be easy this way.

Go after Manaroo first. Put one defender on the right, one in the middle and one on the left. That way, she can't escape them all, which will happen when you put the three defenders together. Ignore Dengar and just focus on Manaroo. Don't be afraid to cross debris or rocks if you are out of position. Never attack Dengar in arc with a defender that already lost his tokens. Should be easy this way.

In addition to this, its important to keep in mind that a Jumpmaster with Push the Limit will want to travel in a counter-clock-wise pattern around the board as much as possible (because only the left side of the dial is green). So knowing this, you can plan your moves to trap her and deny the ability to use boost to escape your arcs (or at least limit where she can go and make her more predictible). Asteroid placement can also help with trapping Manaroo so that the large ship boost is less of an issue for your small base ships.

Never attack Dengar in arc with a defender that already lost his tokens.

Please forgive my ignorance, my Punishing One is now on order :)

But doesn't Dengar have a PWT - so do you mean in 'range' rather than in "arc", or do I need to go read all the Dengar FAQ's and threads? Thanks!

No, in arc. Dengar's revenge attack only functions in his primary arc.

Never attack Dengar in arc with a defender that already lost his tokens.

Please forgive my ignorance, my Punishing One is now on order :)

But doesn't Dengar have a PWT - so do you mean in 'range' rather than in "arc", or do I need to go read all the Dengar FAQ's and threads? Thanks!

Look up Dengar's pilot ability...

Never attack Dengar in arc with a defender that already lost his tokens.

Please forgive my ignorance, my Punishing One is now on order :)

But doesn't Dengar have a PWT - so do you mean in 'range' rather than in "arc", or do I need to go read all the Dengar FAQ's and threads? Thanks!

Look up Dengar's pilot ability...

I think there's a misunderstanding of what a "Primary Weapon Turret" is. A ship's Primary Firing Arc (where Denger's revenge shot takes place) is only ever the wedge at the front of the ship. A PWT allows a ship to shoot 360°, even at ships outside their Primary Firing Arc .

Never attack Dengar in arc with a defender that already lost his tokens.

Please forgive my ignorance, my Punishing One is now on order :)

But doesn't Dengar have a PWT - so do you mean in 'range' rather than in "arc", or do I need to go read all the Dengar FAQ's and threads? Thanks!

Look up Dengar's pilot ability...

I think there's a misunderstanding of what a "Primary Weapon Turret" is. A ship's Primary Firing Arc (where Denger's revenge shot takes place) is only ever the wedge at the front of the ship. A PWT allows a ship to shoot 360°, even at ships outside their Primary Firing Arc .

It says firing arc, which means any printed arc. so if something says firing arc rear arcs or mobile firing arcs still count. You are correct of course the PWT does not count. Just wanted to point out there are instances where "Firing arc" might not be the forward facing arc.

Thanks for clearing that up.

So in the case of Dengar's ability it specifically states "firing arc" which is the arc lines on the ship token, not the "primary firing arc" which would indicate the main weapons firing arc (ie the 360 turret)?

Sorry for the derailing :)

Those things are one and the same!

The lines on the base ARE the primary firing arc, but as Dengar has a turret he is allowed to shoot at targets outside his firing arc.

Primary Firing Arc is always always always the wedge at the front and nothing else.

There are other things that are also Arcs but not Primary Firing Arcs . These include Auxiliary Firing Arcs (like the rear-facing ones on ARC-170s or Firespray-31s, or the sideways ones on the YV-666) and Mobile Firing Arcs (like on the Lancer-Class). Important Edit! And the Special Firing Arc on the VCX-100 .

Anything else is not an Arc.

Edited by ObiWonka

SOTL: Cheers again - I took a moment to read the FAQ ;) Section 5 General - a ship's firing arcs are always the printed arc on the ships token.