Working with "Timewalk" Dengar.

By Sixter, in X-Wing Squad Lists

I have been playing some "standard" Dengar lately (Expertise, K4). If he manages to survive and stay stress free he certainly kicks ***, but lately I have been having trouble keeping him alive, especially against higher PS ordnance carriers.

Back in the day I used to play LW/ReconSpec Dengar and got some decent results. That setup got trumped by Dengaroo, Torp-Dengar etc, but nowadays those options for Dengar dont exist anymore.

Here is a list I put together where Dengar is coupled with Nym, who might be flexible enough to be able to fly independantly (since you want that LW to be active).

Dengar/title/LW/ReconSpec/Glitterstim/Countermeasures 55 points

Nym/VI/AutoblasterTurret/AccuracyCorrector/ExtraMun/Harpoons/BombletGen/GuidanceChips 45 points

Seems like a reasonable list, and would go pretty well.

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Comparing a Timewalk Dengar to Asajj, Dengar has a higher potential threat, but isn't going to be as good at not taking damage. Asajj can Evade and use Latts and Glitterstim, while Dengar cannot evade and doesn't have Latts, and so you'll take an extra two damage a turn. But you get a revenge shot.

Something I played against recently which really struck me as strong was thus:

  • Almost the same Nym, but with Trajectory Simulator (tossing a forward bomb you can ignore is kinda like having a second Autoblaster attack) and Genius, so it was (VI, Autoblaster Turret, Traj Sim, EM, Harpoon, Bomblet, Genius, GC). There is plenty of room in the points, so you could easily take a different version of a Nym. I don't know that one is better than another, but that they're a bit different. With Extra Munitions, though, I'd be sure to take Genius if you don't use another droid. When I flew against it, that after-move drop snuck damage onto two of my ships, because I'd forgotten it was a thing.
  • A similar Dengar, but with Gonk and Experimental Interface (Lone Wolf, Gonk, Burnout SLAM, Experimental Interface)

Because Asajj is always going to be taking Latts (it's too strong not to), what Dengar can do differently is really play with crew. In the game, Gonk had to have restored 6 or more shields to Dengar. Dengar will never be able to prevent as much damage than Asajj, but he can take tools to reverse that damage. I used to be on the Recon Spec wagon myself, but seeing Gonk in action was impressive. There are downsides. Dengar's greens are odd and perhaps predictable, and it'll take a lot more practice with the list. I've tried that Dengar once, and it feels good, but I know I can improve greatly. Also, only ever having one focus and no Glitterstim option if you get really swamped is a downside.

However, the Burnout SLAM seemed really nice. Regen ships love zipping out of range and re-engaging having worked back up to full shields. With Dengar, that means more revenge shots.

While the RecSpec/LW combo seems like loads of fun, I think Maul/Wired is comparable, and possibly more useful, as you have more rerolls on more rolls total.

Thanks for the replies. I got a chance to try this list out in a couple of games tonight. Nym was the MVP of the night, he really packs a punch, both long-range (because of Harpoons with PS10) and short-range (AB-turret/AccCorrector, bombs). The Lone-Wolf on Dengar had really limited impact because Nym was often not far enough away. Expertise/K4 would have served me better because Im so used to turning left with the Jumpmaster anyway.

I figure I will go back to Dengar with Expertise/K4. Now the question becomes whether I keep countermeasures on Dengar (I dont like Glitter with Expertise), or to use the points for something else. One option would be Burn-out slam on Dengar when you really have to get away, Anti-pursuit Lasers against those high-PS aces, a point or 2 for bid. Could also change the bomb loadout on Nym to Thermals and Seismics so you can use Genius 4 times. Any ideas for those 3 points?