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).