Did you say Dengar ?

By futil, in Imperial Assault Skirmish

This is debrief of the 2 game played yesterday.

The idea was to dust off Dengar and give him a bosst. With a green dice and a yellow dice, it is not a powerful hunter.
So we'll use jabba to give him a focus. (This will bring the minimum distance to 4, but we are still lacking capacity to use. I decided to attach him
Explosive Armaments !
This will allow attack to add a blast 2 and +3 damage for 3 surge. Statistically, it should pass on the 3 dice knowing that you often add 1 surge because figure do not have condition. this kind of attack should really hurt a grouped squad.
During the game, it's really happen like this but the low resistance and the 8 health points will make him dying after 2 long range
shots from eWeequay (6or7case) [4 damage each shot]

The combo "Boosk + Prey on the Weak" is also effective but it still lacks abilities to spend surge (2 shots leave me with 1 and 2 surge unused ...).


The list:
Deployment Cards
▪ Bossk + ▪ Prey on the Weak
▪ Dengar + ▪ Explosive Armaments
▪ Jabba the Hutt
▪ Vinto Hreeda
Hired Gun
Elite Weequay Pirate
▪ Devious Scheme


Command Cards
Element of Surprise
Fleet Footed
Urgency
Smuggled Supplies
Negation
Hit and Run
Tough Luck
Trandoshan Terror
Tools for the Job
Positioning Advantage
Heightened Reflexes
Shoot the Messenger
Assassinate
Draw!
Glory of the Kill


Conclusion
Dengar needs one more dice (blue or green) in his pool to have more precision and to deal
enough damage to and deal conditions. The addition of a red or a permanent bonus (like boosk) would not allow to have a sufficient distance and would expose him too much (especially with 4 speed).
The addition of a
permanent block or anti-surge defense would also be welcome to prevent it from being killed too easily.
A 7 point, it is finally as expensive as the eWeequay for less destruction power (2 firing with 1 reroll) and less ability (They have Pierce 1 and +2 in Acc).

0pts Hunter's Scope and Pack

Dengar only attachment

you gain +2 accuracy and may place a harmful condition on your target whether you did damage or not.

you gain 7 health

Here's what I currently have on my IA Skirmish Overcost document:

Quote

Unique Skirmish Upgrade Card: Grim Reaper (Dengar only) Cost: 0

You gain Heavy Weapon.

=> Torment: Perform two attacks. Each attack must target a different figure.

Misery: When you declare an attack on a hostile figure that is Stunned, Weakened and Bleeding, add one red die to your attack pool.

Increase Health +3

With these suggested changes, Dengar becomes a debuff machine. The Misery ability will force your opponent to care more if their figures have both Weakened and Bleeding on them. Overall, this Dengar lets you build a Scum/Imperial list that focuses on Harmful conditions and punishing them (e.g. Covering Fire while 2-3 of your opponent's figs are already stunned by Dengar).

I like it, but still feel Dengar needs some range added to his weapon. It makes no sense that Dengar has the longest barrel on his gun outside of eWeb and AtSt and he can only hit something 3 inches from his face (is he blind from his injuries?) Being that close makes his health more of a concern than the actual number 8. 8 is really too small for an individual figure outside of some droids, smaller point smugglers, etc. but having to be within reach of literally everyone to be able to hit them makes his health a liability.

I understand your frustration w/ Dengar's range @buckero0 . But if he had a natural +4 to Accuracy, he would essentially be a sniper -- auto-hit at range 5, auto-hit at range 6 w/ Focus (better than eWeequays, who are only guaranteed range 5), auto-hit at range 7 with a blue die from Tools of the Trade.

If he's going to drop multiple debuffs on multiple targets per turn as I have him now, it is only fair that he has to get near his targets. At 11 Health he'll be able to take a few regular hits (and likely one huge Hunter card-a-palooza).

Edited by cnemmick

Range clearly is the problem, but not all : a Pierce might be usefull and the health / defense is also another.

I may finaly end with Something that already exist : Tools for the Job !

>> "When you declare an attack to add 1 attack die of your choice to the attack pool."

You can choose the blue, green or red die (add a yellow : WHY ???) and adapte your pool to the target.

As I saw on reddit, Ability to spend a surge to stress might be fun and thematic !

A +2 or 3 health is also welcome.

Exausting this tread !

I build this card as a demo for how can dengar be set back in competitive tournament.
Your feedback is welcome :)

Dengar_Upgrade_Card.png

17 minutes ago, futil said:

Exausting this tread !

I build this card as a demo for how can dengar be set back in competitive tournament.
Your feedback is welcome :)

I think his punishment needs to be emphasized, not degraded. It's his unique ability!

3 hours ago, caseycheesecake said:

I think his punishment needs to be emphasized, not degraded. It's his unique ability!

Totally agree. I currently love my fix on Dengar when I playtested him.

Quote

Unique Skirmish Attachment Card: Grim Reaper (Dengar only) Cost: 0

=> Torment: Perform two attacks. Each attack must target a different figure.

Misery: When you declare an attack on a hostile figure that has 2 or more Harmful conditions, add one red die to your attack pool.

Increase Health +3.

With this fix, he gets to apply Punishment twice on his turn to two different figures. This lets Dengar be an incredible set-up man for Hunters, potentially worth not having the Rebel Care Package. Misery gives him the ability to do some serious damage in a "last activation at end-of-round, first activation at start-of-round" play. He still has limited Accuracy -- if you're able to Stun/Bleed/Weaken multiple figures per turn, it's only fair Dengar has to get up close and personal -- but the increase in his health allows his to weather a barrage.

My primary concern is if I made him too good thanks to his increased health. Tweaking that would be easy though.

Edited by cnemmick
Added explanation on why I love Dengar's fix here.

You have to deal at least one damage to be able to trigger Punishment.
Problem is the range (very limited) and the lack pierce like every other 7pts figure have...

So As he's a condition dealer, let's make this permanant and not only trigger after dealing dommage.
It might help to Stun Smuggler (avoiding on the lam) and weaken some figure with auto evade.

@ cnemmick : Nice one with the red dice added to figure that have alredy 2 Harmful condition. (but i doesn't see this a lot :'( )

Dengar_Upgrade_CardV2.jpg

@futil I appreciate your points about not doing enough damage & Accuracy to trigger Punishment for my Dengar fix. Like I said in a debate above, I don't think it is okay for Dengar to be too far away from his targets given his unique abilities. (Look at the recently-released 0-0-0, the Eerie Harmful Machine, for a comparison.) I'm not a big fan of surging for Pierce since Dengar's purpose in life is to trigger Punishment as much as possible and even with Green-Yellow you might roll crappy SURGEs.

I also have to be careful about the dice math here - we want Dengar to dole out Punishment but not necessarily a whole lot of damage. All we need is to make sure at least one damage gets through so that Punishment gets triggered. If we want Dengar to do Punishment on an unique figure like Luke Skywalker or somebody else with a built-in EVADE, we'll have to make the choice to buff Dengar with a Focus, Hide or one of the powerful Hunter cards already in our toolkit. (There's also Hunter skirmish attachment cards Dengar can use... but those might not be the best choices.)

I'll try playtesting these changes instead:

You gain "Pierce 1".

Misery: When you declare an attack on a hostile figure, you may replace one yellow die with one red die. If you do so, this attack also gains Pierce 1.

(Personally I'm not a huge fan of Pierce 1 or Pierce 2 because of Zillo Technique. But this seems like a good place for it to be used.)

Edited by cnemmick

Why not give him ~: Pierce 4 (or there about) and something like GYY. This should give him plenty of surges and some damage. He won't ever really kill off stuff, but he will get a damage or three through along with multiple conditions.