Help me with optimization of Dengar Asajj list

By Zazaa, in X-Wing Squad Lists

JumpMaster 5000: · Dengar (33)
Attanni Mindlink (1)
Extra Munitions (2)
Proton Torpedoes (4)
Guidance Chips (0)
· 4-LOM (1)
· Punishing One (12)
· R5-P8 (3)


Lancer-class Pursuit Craft: · Asajj Ventress (37)
Attanni Mindlink (1)
Counter-Measures (3)
· Latts Razzi (2)
Black Market Slicer Tools (1)


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

My first issue was not having my upgrade cards with me, but friend told he could give me some if needed. So I'm heading for little tournament on upcoming weekend and would like to tweak this bit more. I'm not entirely happy with it, but could give it a go though. BMST might be useless, but there is way to use it because mindlink might give me action liberty. Although I probably be doing evade action with Asajj and try giving focus with Dengar. Not the most optimum to have only two ships with mindlink.

Maybe I should think of using Expertise rather than mindlink?

Ditch mindlink and put expertise on dengar and push the limit on asajj, you prob want unhinged astromech and k4 security droid on dengar aswell, all 3 maneuvers are green and get a target lock, I would also strip some other stuff to throw engine upgrade on asajj, the lancer is amazing at clearing stress and a boost action with turret movement really messes with opponents planning

3 hours ago, Plymouthdean86 said:

Ditch mindlink and put expertise on dengar and push the limit on asajj, you prob want unhinged astromech and k4 security droid on dengar aswell, all 3 maneuvers are green and get a target lock, I would also strip some other stuff to throw engine upgrade on asajj, the lancer is amazing at clearing stress and a boost action with turret movement really messes with opponents planning

I did play around with the squad builder and came up with same build all over again.

I like how Dengar has strong offence not only with his ability, but also the painbot makes him less wanted target. I'm pretty sure that I'm able to get TL and focus on him when needed with mindlink. Where Asajj is having strong defence, evade and Latts Razzi stress evade, and there is the counter measures to help with possible alpha strikers or other nasty attacks that might put him down.

JumpMaster 5000: · Dengar (33)
Expertise (4)
Plasma Torpedoes (3)
Extra Munitions (2)
Guidance Chips (0)
K4 Security Droid (3)
· Punishing One (12)
Unhinged Astromech (1)


Lancer-class Pursuit Craft: · Asajj Ventress (37)
Push The Limit (3)
· Latts Razzi (2)


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

Here is another version of the similar squad. This has few things I don't like so much, plasma torps, no 4-lom and missing counter measures.

The core of the build for me is Dengar/Expertise/K4/Unhinged/Punishing One and Assaj/PTL/Latts Razzi.

The remaining 5 points are basically up for grabs between the two of them. My current build puts Engine Upgrade on Assaj, but I've also trialled Gyros and a Rigged Chute, and Countermeasures/Crane on Dengar. It's kind of a meta call and a personal taste call really. The core of the build is very strong, so the extra bits and bobs are pretty flexible.

2 hours ago, thespaceinvader said:

The core of the build for me is Dengar/Expertise/K4/Unhinged/Punishing One and Assaj/PTL/Latts Razzi.

The remaining 5 points are basically up for grabs between the two of them. My current build puts Engine Upgrade on Assaj, but I've also trialled Gyros and a Rigged Chute, and Countermeasures/Crane on Dengar. It's kind of a meta call and a personal taste call really. The core of the build is very strong, so the extra bits and bobs are pretty flexible.

I get it that K4 is core, but with Expertise and no ordinance is it that necessary? I get that you can re-roll blanks, but is the crew slot better used for someone else? Maybe drop down to 4-Lom? This way you can work in an intiative to get ahead of Fenn, though admittedly 98 may not be enough anymore:

In Progress (98)

Dengar (56) - JumpMaster 5000
Expertise (4), 4-LOM (1), Unhinged Astromech (1), Scavenger Crane (2), Punishing One (12), Countermeasures (3)

Asajj Ventress (42) - Lancer-class Pursuit Craft
Push The Limit (3), Latts Razzi (2)

1 hour ago, Rolotamasi said:

I get it that K4 is core, but with Expertise and no ordinance is it that necessary? I get that you can re-roll blanks, but is the crew slot better used for someone else? Maybe drop down to 4-Lom? This way you can work in an intiative to get ahead of Fenn, though admittedly 98 may not be enough anymore:

In Progress (98)

Dengar (56) - JumpMaster 5000
Expertise (4), 4-LOM (1), Unhinged Astromech (1), Scavenger Crane (2), Punishing One (12), Countermeasures (3)

Asajj Ventress (42) - Lancer-class Pursuit Craft
Push The Limit (3), Latts Razzi (2)

No. The crew slot is absolutely not better with anyone else, and here's why -- you get the target lock even when you bump. That's the trick -- with just a green maneuver, you get to fully mod Dengar's shot. Don't need it for your first shot? Awesome, means you have it for your revenge shot, assuming anyone is crazy enough to shoot at you in arc while you're able to fully mod your shots.

ALSO, when going up against Assaj, Dengar is often stressed. Just how it works. No Expertise mods then, so you'll be SUPER happy with K4 riding shotgun. As stress becomes more of a thing (and it will, because Expertise sucks when on the other team), K4 will be even more impressive.

There isn't a better crew for Dengar, period.

I just ran a tournament with Dengar/Ketsu list. Dengar had both K4 and Expertise. It was not only magical but necessary to get the most out of Dengar.

2 hours ago, Rolotamasi said:

I get it that K4 is core, but with Expertise and no ordinance is it that necessary? I get that you can re-roll blanks, but is the crew slot better used for someone else? Maybe drop down to 4-Lom? This way you can work in an intiative to get ahead of Fenn, though admittedly 98 may not be enough anymore:

In Progress (98)

Dengar (56) - JumpMaster 5000
Expertise (4), 4-LOM (1), Unhinged Astromech (1), Scavenger Crane (2), Punishing One (12), Countermeasures (3)

Asajj Ventress (42) - Lancer-class Pursuit Craft
Push The Limit (3), Latts Razzi (2)

Absolutely, yes. It means you can ignore bumps, which is huge, but it also means that your actions can be entirely defensive, and you can arc dodge or take defensive focus tokens without having any impact at all on your damage. I'm almost inclined to say the Engine upgrade might be better on Dengar than Assaj for just that reason.

Plus, Expertise works on both your shots, which means you get more mods on your reds to make you awesome without needing to stress yourself (OCR4), keep away from your allies (Lone WOlf) or cost yourself greens or TLs (R4 Agromech/RecSpec).

The holy grail of primary weapons in x-wing is getting TL/focus on every shot you make. Expertise/K4 gets you most of the way to that.

I personally fly:

Dengar: guidance chips, punishing one, fearlessness, ion torpedoes, k4, unhinged astromech;

Asajj: gyro, push the limit, latts razzi, rigged cargo chute.

Firing focused and guided ion torpedoes on aces gives you an opportunity to be at range 1 of the ace on the next turn for fearlessness, they are also useful versus formation teams. Asajj does the dirty work at the end of the match.

2 hours ago, Flaren48 said:

I personally fly:

Dengar: guidance chips, punishing one, fearlessness, ion torpedoes, k4, unhinged astromech;

Asajj: gyro, push the limit, latts razzi, rigged cargo chute.

Firing focused and guided ion torpedoes on aces gives you an opportunity to be at range 1 of the ace on the next turn for fearlessness, they are also useful versus formation teams. Asajj does the dirty work at the end of the match.

This requires better flying than the Expertise/K4 combo, which is also an important consideration. And I'm not talking about personal skill requirements - you have to factor in your opponent's list, their skill level, and tournament fatigue.

Expertise/K4 is much more forgiving -- you just gotta avoid then stress.