Fenn Rau & Dengar for Hoth

By Dave Grant, in X-Wing Squad Lists

I am relatively new to the game, but my wife and I will go to the Hoth Open (Yeah!). Chicago is quite a trek from where we live in Hong Kong, so whilst I don't expect to do "well" at our first event (so much so that I also bought a ticket for an Epic event that is same time as second round games :-) ) we at least want to be competitive.

Anyways, the brief I had from the missus (she doesn't "do" list building) was something manoeuvrable and very killy:

So...

Jumpmaster piloted by Dengar:

Punishing One

Lone Wolf

Plasma Torps

Extra Munitions

Zukkuss

Glitterstim

Countermeasures

R5 P8 (Revenge Droid)

Protectorate piloted by Fenn Rau:

Concord

Push the Limit

Stealth Device

Plasma Torps

Thoughts ??

With the basic ships decided, decisions on upgrades were;

Stealth vs Autothrusters - went for Stealth as that helps most with where he wants to be

PTL vs Fearlessness - I like the extra hit, but PTL seems the best choice to ensure he gets range 1

3 x Torps vs 1 Torp and Advanced Proton (I really like the 'almost' 5 guaranteed hits - especially with Zukkuss - but list is already good at range 1... I thought it needed to be better at range 3. Strip shields and move in for the kill).

2 Ships is to keep things simple, and reduce concerns about playing in time pressured rounds

Edited by Dave Grant

I'm not a fan of Stealth Device over Autothrusters on Fenn, especially when you'll only ever have a single focus token to modify his defensive rolls. The way I see it, Autothrusters kick in when Fenn needs it the most; when he's at range three and it's hard to dodge arcs and when he's at range one and out of arc of a turret.

Your Dengar build seems like it will probably have one awesome round and then take a few rounds without actions to recover while he ditches stress from Zuckuss and Glitterstim.

Yeah, not to be a downer, but you have both of those ships trying to do too many things, and thereby failing at most of them.

Dengar won't be maneuverable or killy when he's trying to ditch 3+ stress tokens.

My take would be:

Dengar

- Expertise

- K4

- Unhinged

- Engine

- Title

Fenn

- PTL

- Autothrusters

- Title

With 7 points left over for torpedos, an illicit, and/or an initiative bid.

When we have played Dengar stays at range launches torps, then second torps and then starts using Zukkuss. From this point on it never gets actions (he had up to 15 stress one game), but with a good dial and 3 dice turret (+ zukkus and lone wolf) that doesn't seem to matter - my ships still die. Glitterstim and Countermeasures both help give benfits once he's stressed out.

It could be I just don't fly well (most likely), or roll badly, but I find it does a lot of damage.

That said I like the build you suggested, seems it will do good, consistent damage and is **** fast - but my wife loves using zukkus and the revenge droid. Maybe we can try it out and see how it goes (possibly put the droid / zukkuss on another ship???)

Kill well

Dengar (33)
Lone Wolf (2)
K4 Security Droid (3)
R4-B11 (3)
Burnout SLAM (1)
Punishing One (12)

Bossk (35)
Crack Shot (1)
Cluster Missiles (4)
K4 Security Droid (3)
4-LOM (1)
Zuckuss (1)
Burnout SLAM (1)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

8 hours ago, Dave Grant said:

When we have played Dengar stays at range launches torps, then second torps and then starts using Zukkuss. From this point on it never gets actions (he had up to 15 stress one game), but with a good dial and 3 dice turret (+ zukkus and lone wolf) that doesn't seem to matter - my ships still die. Glitterstim and Countermeasures both help give benfits once he's stressed out.

It could be I just don't fly well (most likely), or roll badly, but I find it does a lot of damage.

That said I like the build you suggested, seems it will do good, consistent damage and is **** fast - but my wife loves using zukkus and the revenge droid. Maybe we can try it out and see how it goes (possibly put the droid / zukkuss on another ship???)

Don't know how much of a collection you have and/or what kind of variety of lists you fly against her while she's using the aforementioned build, but at a system open you're going to see nothing but the hardest lists in the game one after another.

Stuff like Asajj/Braylen/Rebel Captive/hot cop could shut down that Dengar earlier than expected.

But if she likes Zuckuss a Dengar/Bossk combo like the one above is a much safer way to include him.

8 hours ago, Dave Grant said:

When we have played Dengar stays at range launches torps, then second torps and then starts using Zukkuss. From this point on it never gets actions (he had up to 15 stress one game), but with a good dial and 3 dice turret (+ zukkus and lone wolf) that doesn't seem to matter - my ships still die. Glitterstim and Countermeasures both help give benfits once he's stressed out.

It could be I just don't fly well (most likely), or roll badly, but I find it does a lot of damage.

That said I like the build you suggested, seems it will do good, consistent damage and is **** fast - but my wife loves using zukkus and the revenge droid. Maybe we can try it out and see how it goes (possibly put the droid / zukkuss on another ship???)

Dengar might still be killy, but he's even better when he's keeping an opponent in his firing arc so that they think twice about being attacked again.

When I saw your original list I couldn't help but think that you were running two ships that wished they had Manaroo passing focus and locks for support. That said, I think together Fenn and Dengar can go maximum offense here:

Fengar (99)

Fenn Rau (34) - Protectorate Starfighter
Push The Limit (3), Concord Dawn Protector (1), Autothrusters (2)

Dengar (65) - JumpMaster 5000
Expertise (4), Extra Munitions (2), Plasma Torpedoes (3), K4 Security Droid (3), R5-P8 (3), Black Market Slicer Tools (1), Punishing One (12), Engine Upgrade (4)

the idea is to maximize the odds that you've got. With k4 giving you free target locks, expertise taking care of offensive focusing, and engine upgrade improving your ability to position, he's got a ton of potential to dish out damage. He's basically a scum version of fat Han... That gets another attack when the guy who just shot at you stays in arc. Personally I like the idea of r5-P8 and BMST to continue to push damage through. You could also drop the tools for a bigger initiative bid.

Autothrusters are definitely the way to go on Fenn. It makes him dangerous at every range except in arc at range 2, which won't be as hard to avoid with PTL and PS 9.

Dengar

Expertise

K4

R4-B11

Proton Torps

Extra munitions

Guidance Chips

This is a killing machine and you can barrel roll or save the focus for your second shot or for defense.

Forgot to add the title.

Played a few more games.

Missus is struggling with Fenn, preferring a sledgehammer like Dengar to Fenns scalpel...

Having tried a coupl of alternatives she is loving the hounds tooth escape ship... so current list of must includes are:

Dengar

Hounds Tooth

Zukuss

Revenge Droid

So latest list is:

Dengar: Expertise, Security Droid, Revenge Droid, Title, Countermeasures (58)

Slaver: Hounds Tooth, Zukuss, 4-Lom, Inspiring Recruit, Glitterstim (40)

I feel like you've taken the dengaroo dengar and jammed fenn alongside him. id stick with running dengaroo as dengar needs to have the focus passed from manaroo. if you want fenn rau, id look at the many 'roo aces lists: eg. fenn manaroo assajj or fenn manaroo teroch. also, mindlink is very good for scum as it frees up a lot more actions