Dengar

By K13R4N, in X-Wing Squad Lists

Dengar (Jumpmaster 5000)

Expert Handling - for stress free repositioning at I6

R3 Astromech - To target lock 2 ships in his Firing Arc so if they attack him he shoots back with a TL modded attack.

Punishing One - To have 3 attack for the whole game.

81 Points for this ship.

That leaves 119 Points for Other ships, what ships would you put with him?

I think the best theme for this list is "You Don't want to attack me", which pilots have similar abilities. Personally I could find any but I was thinking of Manaroo because when coming up against the two together who do you shoot a no modded Manaroo or a fully modded Dengar who will shoot back at you? this makes them attack Manaroo and thus lets Dengar survive for longer. Another option could be Tel With protons and Hull upgrade as after 2 shots he will become a R1 blocker for 4+ Initiative pilots but a rotating arc menace for under I4 pilots. Other ships could be Guri as if hes arc dodging they will have to shoot Dengar. Serissu and another R1 Ship could work. Laetin A'shera with Juke and ion cannon could be a pain in their backside. Boba Rerolling defence dice could be the best especially with the amount of points left we could put proton toprs on Dengar. Frost in the Firespray and 0-0-0 could be a cheaper Boba fett to allow a 3rd ship. Asajj or Sabine in the Shadowcaster allow for some very defensive builds to prevent them wanting to attack you. Prince Xizor handing out his damage could make them double guess which ship to focus , any of the IGs have great maneuverability and 3 agility makes them very hard to finish. Fenn Rau could be another good pick because of his arc dodging I6 abilities and other Fang Fighters could work. Palob Stealing tokens + Action + 2 Focus Tokens makes him very defencive especially with Lando. Viktor Hil with Stealth device is actually a really good pick as do they choose to shoot a ship and get stressed or shoot a ship and get shot back. Other Kihraxzs are good for their price.

Who do you think would fit best? After looking through the ships and choosing my theme of "You Don't Want to attack me" I am going to try Dengar, Viktor Hill and A'shera.

I really want Dengar to be viable in 2.0

Will be having a first run through later this week and was going to give this a try. Will give me a chance to try the 3 different base sizes together also.

P alob Godalhi — HWK-290 38

L3-37 4

Moldy Crow 12

Ship Total: 54

Zuckuss — G-1A Starfighter 47

Elusive 3

Advanced Sensors 8

0-0-0 3

Mist Hunter 2

Ship Total: 63

Dengar — JumpMaster 5000 64

Expert Handling 6

Electronic Baffle 2

Punishing One 8

R3 Astromech 3

Ship Total: 83

Moralo: "Nope, just kidding, im over here now. But hey, my buddy Dengar is right in front of you"

Nym: "Come attack me. I promise I wont toss a bomb in your face."

Talon Bane and Fenn = 118pts. Not two Ships you necessarily want to go head on against.

I was toying with Dengar in the list builder and came up with the same build; title, Expert Handling, R3 astro.

I went with Guri as the wing-droid.

Dengar: Expert Handling, Punishing One, R3 Astro

Guri: Predator, Collision Detector, Virago, Shield Upgrade

Jakku Gunrunner: Unkar Plutt

198 points.

Guri is the flanker/closer, the Jakku flies in hot and tractors for Dengar's shots.

Yep, same Dengar with P1, R3, and Expert Handling for me too!

The list I have him in is:

86 Scum Han: Trick Shot, 0-0-0, Latts, Rigged Cargo, Engine Upgrade, Lando Title, BT-1

26 Lando Escape Craft

85 Dengar: P1, R3, Expert Handling, Rigged Cargo

197 total. Could probably shed some upgrades for more of a bid.

P.S. I think the Jumpmaster should be given the Sensor Upgrade slot. Let me know what you think.

This is what was occurring to me:

  • Han Solo (Trick Shot, 0-0-0, Rigged Cargo, Lando's MF) 68
    • Pretty skinny build, but that seems fine to me.
  • Dengar (Trick Shot, Rigged Cargo, Punishing One, R3 Astromech) 80
    • Trick Shot is mostly just filler. I figure I'd rather have more Cargo to drop, than to have Expert Handling. Time will tell.
    • I guess two copies of Trick Shot and the R3 Astromech could be traded for Expert Handling.
  • Palob Godalhi (Trick Shot, Moldy Crow) 51
    • Again, it's mostly a budget build. There are good upgrades for Palob, but can't fit them all.
  • Total 199, bid 1.

I think contraband cybernetics is really good on Dengar - with that right side red, just the threat of not conforming to the expectations of the left and getting necessary actions/modifiers is extremely useful.

I've got the same thing that BitterFig posted, but it trades rigged for cybernetics. Excited to try it.

You can also run:

Dengar — JumpMaster 5000 64
Contraband Cybernetics 5
Electronic Baffle 2
Punishing One 8
Ship Total: 79
Boba Fett — Firespray-31 80
Fearless 3
0-0-0 3
Marauder 3
Han Solo (Scum) 4
Ship Total: 93
Jakku Gunrunner — Quadjumper 28
Ship Total: 28
Edited by dsul413

I’ve had decent success with Dengar as an alpha striker recently. Still need some more test games in the make up my mind, but I’m not disappointed with him.

The list I used was:

Fang Fighter - •Fenn Rau - 70
•Fenn Rau - Skull Leader (68)
Predator (2)

Escape Craft - •Lando Calrissian - 28
•Lando Calrissian - Smooth-talking Gambler (26)
Tactical Officer (2)

JumpMaster 5000 - •Dengar - 91
•Dengar - Vengeful Corellian (64)
Expert Handling (6)
Proton Torpedoes (9)
Punishing One (8)
R5-P8 (4)

Total: 189/200

Fenn did Fenn things and performed well. Lando provides actions and doubled as a blocker that wasn’t easy to damage with his pilot ability, and Dengar unloaded his protons as fast as possible usually taking out an enemy ship very quick.

Dengar’s break down:

Expert Handling: Stress free repositions, this was handy with the coordinate from Lando a number of times.

Proton Torps: I6 locks and being able to fire them on the revenge shot had my opponent’s double guessing if that first engagement was worth participating in as I made sure only Dengar was in range to begin with. 2 Torps in a single turn is amazing!

Punishing One: 3 attack primary to follow up after the Torps is great.

R5-P8: A free reroll on the Torps so you can keep the lock really helps to keep the pressure on the opponent for a follow up torp. And the left over extra rerolls are still great on your primary attacks so you can focus and barrel roll instead of locking.

I’m going to continue testing this build. But it’s looking pretty good so far.