Hey Everyone,
I need a little help tweaking my take on fengar.
FENGAR
98 points
PILOTS
Dengar (61)
JumpMaster 5000 (33), Expertise (4), Advanced Proton Torpedoes (6), Extra Munitions (2), K4 Security Droid (3), Unhinged Astromech (1), Punishing One (12), Guidance Chips (0)
Fenn Rau (37)
Protectorate Starfighter (28), Push the Limit (3), Plasma Torpedoes (3), Concord Dawn Protector (1), Autothrusters (2)
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The idea is to pretty much get Dengar into rng 1 to unleash the APT's, with Expertise and GC's guaranteeing 4 hits and a crit...unless you roll 5 blanks, but that is like a 1 in 1024 roll. I have gone crazy whether to use Extra Munitions or Scavenger Crane, the crane needs a kill, but can get multiple shots. With a lot more 2 ship builds about I don't know which one to stick with.
Fenns Plasma Torp is there to de shield such nuisances like the Ghost and the Deci, or what ever other big ship wants to play.
Where I am coming unstuck in my thinking is, do I change APT's, EM's and GC's for an Engine Upgrade and something else?. I dont want to put APT's on Fenn as I see 6 points for 1 extra die a waste of points.
Any help here would be much appreciated, Cheers.