Rebels versus Dengaroo

By Schu81, in X-Wing

Hello dear XWing Community!

The list of the World Champion seems to be quite popular at the moment.

Let's have a closer look.

Dengar

-> Lone Wolf

-> Punishing One

-> Overclocked R4

-> Zuckuss

-> Glitterstim

-> Countermeasures

Manaroo

-> Push the Limit

-> Gonk

-> R5-P8

-> Engine Upgrade

-> Seismic Torpedo

-> Feedback Array

This clocks in at 97 / 100 Points.

I know that the Imperial Faction has got quite a few decent counters, but I am struggling to come up with a Rebel counter at the moment.

Usually I like to come up with my own homebew rebel lists, but I fear that I won't be able to create a better list than the world champions so easily.

Guess that's one of the reasons why he is the world champion, and I am not :D

So, what would you suggest? Any ideas?

Dengaroo doesn't seem to have any weaknesses somehow. It has got a lot of Hitpoints, a decent attack, unlimited focus, doesn't care about stress and can make my ships reroll their (few) green dice.

Edited by Schu81

Personally I think bombing K-wings are the best response to Dengaroo on the rebel side, mainly because they don't rely on shooting things to do damage.

Plus, with Advanced SLAM they can keep up with Manaroo and still do damage.

I swear Super Dash can really stick it to him. Smuggling Compartment+Countermeasures+Glitterstim puts you on par, Rey is your focus bank, and the YT-2400 is a superior ship overall. You can also throw in Miranda, whose TLT is super dangerous to the lone Dengar.

tailgunner ARCs with Biggs ruin him

shuts down double-tap concetrated fire, don't care about his cute infina focus with re-rolls

plus Dengar likes to block himself because his action efficiency doesn't suffer. Well, thane don't care. He can barrel-roll himself out of b2b with vectored thrusters after dengar shoots. Also, his ability allows combat phase target-locks after countermeasures trigger

will second bomber Ks, too. Can't really give a **** about Dengar's ability (which literally doubles the ENTIRE LIST'S DAMAGE OUTPUT) or dice modifications if you don't actually attack him ;)

Edited by ficklegreendice

I have played against Dengaroo twice. Both times I was scared to death and desperate. Both times I played Rebels. Both times I won. I probably got really lucky, but I'll tell you what I flew

First time:

Ello Asty w/ BB8 PTL Integrated Astro

Jake w/ VI and Outmaneuver, Autot's, and Chardaan

Miranda w/ TLT and Seismic charges

Second time:

PS8 Poe w/ bb8, ptl, black1, Integrated

Nien nunb w/ R3A2, integrated, VI

Snap wexley w/ r2 astro, Integrated, vi

once manaroo is gone, r3a2 is nothing special, unless you want to give dengar a 20th stress

No news here, just have to ignore dengar to get to manaroo. get to the middle, try to anticipate manaroo's direction, and remember the sloop she has.

I got lucky in both games

first game, miranda shot a 5 hull manaroo with a range 1 primary. Hit, Crit, Crit. both direct hits.

second game, my opponent forgot to do a green to clear the stress off manaroo on a turn.

I will follow the Kwing Bombers. They laugh at dengaroo.

I am also trying really hard to imagine Dengar working through the 32 health of a pair of VCXs as they utterly ignore him and go after manaroo

"zuckuss? lol"

Edited by ficklegreendice

I have a weird relationship with dengaroo.

I've only played against it a handful of times but I've always lost. However...all my losses were only by 1-2 hit points so super close. A few of them should have gone my way but had bad luck.

I think the biggest weakness is hit points actually. 18 at 2 agility isn't a ton. Lone wolf and/or gonk help to an extent. But if you can focus fire and hit hard it's beatable.

So even though I always lose against it because the games are so close and often decided by luck it's not one of the meta lists I really fear.

here's a few options

1) bring Wes Jenson. Wes can knock away Dengar's token, which prevents him from looping his overclocked aggromech. Easily countered if your opponent's manaroo has recon spec though

2) try Ghost. no agi = not afraid of zuckass. TLT works wonders, and so does your range 1 5 atk. Use Kanan to reduce dengar's damage to 2.

3) if casual, you can play around with lt blount + deadeye + adv homing missile. Dengar cant deal with crits at all due to the amount of stress tokens that will stick with him, and tagging him with a lucky crit (eg. weapons failure, console fire) can help tremendously in your fight against him

Edited by Duraham

I have been wanting to go two YT-2400, I just have not picked up the second one yet.

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. While he will no doubt lose, 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

So, basically it's always better to have a lot of hitpoints and/or token stacks, because that's what Zuckuss can not mess with? :)

So, basically it's always better to have a lot of hitpoints and/or token stacks, because that's what Zuckuss can not mess with? :)

Or not have any or very little green dice at all.

My regionals are in a month. I expect to see a lot of Dengaroo and a lot of Defenders. I figure the good old Stresshog will be a decent counter to both. If you can lock Manaroo down - particularly once Dengar has started to stress himself, you'll have negated a lot of the strengths of the list.

Edited by Dr Zoidberg

Stressy's a bit rough in a defender joust considering they k and it cant

Which is why i really love the stressmule or Strain (stress thane) as they just keep contributing after the enemy has shot past

Now that cassian plus inspiring recruits are out, however....

True, but if you can land two stress on the initial exchange, then even if they K; you know where they'll be given there will be no actions. Which means you can direct the rest of your squad in for the kill. Also, I'm running an Ion hog for hopefully the added benefit of stressed and ironed.

eeeeeeehhhhhhh i wouldnt count on stress to work for both

like ok taking away the focus matters a lot against defenders so that's not ill-advised, but see the thing is that for dengaroo you have to actually catch up to manaroo first

and manaroo is faster than the stresshog/mule.

Kanan Biggs eats Dengaroo alive. Biggs forces Dengar to split fire (normal shot on Biggs, revenge on Kanan), Kanan's ability means Dengar can't do more than 2 damage even with zuckuss, and then TLT + 4 dice primary means you can likely 2 round Dengar, 3 at most. Then if Kanan has any amount of health left (as he should) Manny only has 1 die post Kanan ability, and if you stack F tokens from Rey, Kanan can take an E, meaning Manny can't even hurt him. It's really a simple match up.

Edited by Khyros

Kanan Biggs eats Dengaroo alive. Biggs forces Dengar to split fire (normal shot on Biggs, revenge on Kanan), Kanan's ability means Dengar can't do more than 2 damage even with zuckuss, and then TLT + 4 dice primary means you can likely 2 round Dengar, 3 at most. Then if Kanan has any amount of health left (as he should) Manny only has 1 die post Kanan ability, and if you stack F tokens from Rey, Kanan can take an E, meaning Manny can't even hurt him. It's really a simple match up.

Then when Captain Rex comes out in his tie fighter, dropping the shot to 1 dice, it renders denger nearly impotent and manaroo completly so.

My regionals are in a month. I expect to see a lot of Dengaroo and a lot of Defenders. I figure the good old Stresshog will be a decent counter to both. If you can lock Manaroo down - particularly once Dengar has started to stress himself, you'll have negated a lot of the strengths of the list.

Speaking as somone with an unhealthy love of stresshog, it will do you no good agasint manroo, your opponent has to really screw up for manaroo to get caught in its arc with big ship boost and barrel roll. You need to be higher ps with repositioning to catch her, even then the dial and aforementioned reposition are so good you can still not catch her. Best of luck to you, but id suggest a new approach if you expect dengaroo or anything with manaroo or mindlink. My general rebel plan against dengaroo is hope not to play it or lose fast so I can poop and eat during swiss.