Dengar and Ketsu: Two Moons

By E Chu Ta, in X-Wing Squad Lists

90 points

48 points
• Dengar
JumpMaster 5000
Rage 1
Inspiring Recruit 1
Unhinged Astromech 1
Punishing One 12
42 points
• Ketsu Onyo
Lancer-class Pursuit Craft
Veteran Instincts 1
Shadow Caster 3
Theurge and Ahroun. I'm collecting thoughts on what to do with the last 10 points.
Cheers.

That's no moon...

I'm a big fan of Countermeasures/Scavenger Crane on Dengar. While you might only get it once or twice, shedding the TL and gaining the agility is super helpful for surviving. I've also flown that against a Swarm... Oh sweet jeebus, that Scavenger crane triggered something like 5 times without flipping before Dengar finally went down (due to bad flying on my part).

That leaves you with 5 more...go for K4 on Ketsu, and then leave room for a bid. Allows you to steal init from the resurgent Whisper and from Manaroo Aces or anything similar. Alternatively, you could change Dengar to Expertise/K4 for 5 of your points, which doesn't lock him into his Greens as much as this does. But up to you, I'd be interested to see how he flies with that loadout.

The main problem with that Dengar is his sloops are white, so turning around won't clear your stress and that is when your opponent will take advantage. Without Dengars double tap, you might as well be flyin Tel.

I agree with both wurms and kreen.

How about this compromise:

JumpMaster 5000: · Dengar (33)
Expertise (4)
K4 Security Droid (3)
· Punishing One (12)
Glitterstim (2)
Unhinged Astromech (1)
Lancer-class Pursuit Craft: · Ketsu Onyo (38)
Veteran Instincts (1)
K4 Security Droid (3)
· Shadow Caster (3)
-- TOTAL ------- 100p. --

I would add K4 security droid, engine upgrade and maybe glitterstim to Ketsu.

Thanks for the suggestions, all. I want to stick with Rage on Dengar, rather than expertise, because if anyone could make Rage work, its Dengar. I'll try Expertise on him down the line.

As far as Countermeasures goes: doesn't that make shooting Dengar even less attractive? So much so that an opponent is as likely to forego the shot entirely as they are to shoot at a Raging, Countermeasuring Dengar? How's it go in your experience?

I’m thinking original list, add in the Countermeasures and Scavenger Crane on Dengar, and K4 Security Droid and Gyroscopic Targeting on Ketsu. Gonna try it out and report back with thoughts.

See, they need to shoot Dengar eventually though. What it means is that when they do, they won't have a target lock on him to modify dice. (Re Countermeasures). It definitely saved him in a few games I played.

If you're sticking with Rage, then those mods sound good. One thing about Countermeasures; don't be afraid to pop them early. If you think that Dengar might take more than one shot, or if a heavy hitter has a TL on him, pop Countermeasures. You'll get it back soon enough with the firepower that is Rage Dengar and K4 Ketsu.

Edited by Kreen

I have been tinkering with a similar build and this is what I have so far:

Dengar - 33

Expertise (4), Unhinged(1), Scavenger Crane( 2), Punishing One Title(12) & Countermeasures(3)

Ketsu - 38

VI(1), K4(3) & Shadow Caster Title(3)

Total: 100

Still a work in progress but seems like it would be fun.

Lancer-class Pursuit Craft: · Ketsu Onyo (38)

Push The Limit (3)

Engine Upgrade (4)

K4 Security Droid (3)

· Shadow Caster (3)

JumpMaster 5000: · Dengar (33)

Rage (1)

Inspiring Recruit (1)

· Punishing One (12)

R4 Agromech (2)

-- TOTAL ------- 100p. --

I like this, ketsu has all the options he needs, and rage dengar has a target on his head....which is kind of what you want.

I went R4 Agromech because then you don't need to rage every turn for your offense. Basically you rage, spend focus. get the lock, save it for the next turn, then you clear stress. Focus, now you have focus target lock, then the next turn your free to sloop, rage, and we'll repeat

40 minutes ago, TheOz said:

Lancer-class Pursuit Craft: · Ketsu Onyo (38)

Push The Limit (3)

I like a lot of what you're thinking, but I highlighted my problem with your list.

I want Dengar pumping shots into tractor beamed targets, preferably double tractor beamed targets, which is impossible if Ketsu shoots after Dengar. Ketsu needs Veteran Instincts just to keep up.

I'd far prefer expertise and K4 over Rage and Recruit if you have the points. And Ketsu wants at the very least Glitterstim, and probably Engine.

There's some ideas to fiddle with anyway.

What does Glitterstim give Ketsu that she desperately needs? She on a good turn has her action free to focus or evade, coupled with the target lock from the K4 Security droid and a turret adjustment to be pointing the way you need it to be from Gyroscopic Targetting. She's PS9, and between her and Dengar, if there's something you're really afraid of hurting her, kill it first! Tractor beam it onto a rock! She's a harbor chick, she aint afraid of a brawl!

Those are my thoughts on Glitterstims in the context of this list.

It gives her infinite focus stacked with her evade action. It makes her defence something worth worrying about.