Fengar 2.0

By Bigstevo, in X-Wing Squad Lists

So trying to see if fenn dengar can work in 2.0

New Squadron

(68) Fenn Rau
(3) Fearless
(6) Adv. Proton Torpedoes

(64) Dengar
(8) Punishing One
(5) Hull Upgrade
(9) Proton Torpedoes
(1) Marksmanship
(4) Rigged Cargo Chute
(5) R5 Astromech

173/200

Not sure if it's any good or if there's a better set up for dengar?

You can add an escape craft to get the coordinate action.

For Fenn, I think Fearless is a bit of a trap. While Concordia Face-Off provides some mitigation to being in your opponent's arc at Range 1, I'd much rather have Outmaneuver or Predator. The benefits are pretty similar, but they'll encourage a playstyle which is safer.

Advanced Proton Torpedo is probably fine, but I'd also be interested in an Ion Torpedo. I might rather use those to set up good range 1 shots, than to try to find those R1 shots in other ways. Just something to think about.

For Dengar, I don't know what Marksmanship is for in this list. I'd go Expert Handling to grant him white Barrel Rolls. At Init 6, they seem pretty handy.

Rigged Cargo Chute doesn't have too much synergy with the list, but Contraband Cybernetics could be really handy. Dengar has a lot of high-value red moves, and also really wants to take Target Locks for his torpedos or perform Barrel Rolls.

I'm not sure on the R5-droid. R5-P9 provides some non-action dice mods, which could be quite handy at pushing damage, particularly since Dengar's actions can only help him on one of his two attacks.

Lastly, with this many points, I'd go with Shield Upgrade over Hull Upgrade. The 1 point difference doesn't matter, and it'd be a hair better since this isn't Tel Trevura.

Edited by theBitterFig

JumpMaster 5000 - •Dengar - 100
•Dengar - Vengeful Corellian(64)
•Lone Wolf (4)
Proton Torpedoes (9)
Contraband Cybernetics (5)
Shield Upgrade (6)
•Punishing One (8)
•R5-P8 (4)

Total: 100

30 minutes ago, AlexBeezle said:

JumpMaster 5000 - •Dengar - 100
•Dengar - Vengeful Corellian(64)
•Lone Wolf (4)
Proton Torpedoes (9)
Contraband Cybernetics (5)
Shield Upgrade (6)
•Punishing One (8)
•R5-P8 (4)

Total: 100

With Fenn Rau, I like Predator on Dengar so you can have 2 mods with most shots (wide base bullseye and R5-P8)Lonewolf makes you choose between defense and offense. Rau likes to be close and personal for super attacks. I don't think the Rigged Cargo fits just because it requires an action. I don't mind Fearless as long as you'r not gunn' for it and you let it happen naturally. Otherwise, you're better off with Outmaneuver or Crackshot or Elusive. Expt Handling isn't horrible.

I think the escape craft as a 4 health Coordinator is probably the best thing that Scum has got so far in 2.0. It really helps with a lot of lists since there is no PTL or linked action epts.

I can make arguments for both fearless and predator, they both have merits to them.

With that said, do you need that big of an initiative bid?

I think you should take off APT and add a jakku gunrunner. At 28 points, it's a cheap filler ship. Your opponent will either ignore it, which lets you do tractor beam shenanigans(always great), or focus on it to get rid of it fast(which diverts fire from your aces). You win either way. I point out APT because it's 6 points for a one time, one extra dice shot. It's not that much more when you think about it. Making these 2 changes would leave you with a 5 point bid

Escape Craft - •Lando Calrissian - 27
•Lando Calrissian - Smooth-talking Gambler(26)
Trick Shot (1)

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

JumpMaster 5000 - •Dengar - 102
•Dengar - Vengeful Corellian (64)
Expert Handling (6)
Proton Torpedoes (9)
Contraband Cybernetics (5)
Shield Upgrade (6)
•Punishing One (8)
•R5-P8 (4)

Total: 199/200