Dengeroo 😱

By K13R4N, in X-Wing Squad Lists

So with the point changes it opens up loads of new ship ideas! One of which is the 9 point adjustment to Manaroo add this to the 2 point adjustment to perceptive Co pilot and it gives you a free proton torps! Now who to but her with.... You have probably guest from the title but why not try the new 6 point cheaper Dengar which almost gives him his title for free combine with r3 astromech and on the initial engagement he has double TL double focus Proton torps! Now the idea I decided on with this list is to her Dengar at r3 and my other two ships out of range but in r1 of each other and kinda say to the opponent I shoot you then you don't wanna shoot me! So who better then the 3 point cheaper serissu equipped with jamming beam to remove target locks on Dengar at I5 and probly shooting first as I don't have a bid. Juke has increased in points however with jamming beam it counter plays so well with each other! I also thought this was useful to remove evades/focus' when firing proton torps with Manaroo next as they won't have any defence mods! Finally to ensure Dengar keeps at that r1 expert handling is a great choice especially at I6 to dodge a arc here and there. Now one more point... Why not munitions fail-safe with a point deduction on Manaroo as unlike Dengar without torps she only has 2 attack so cancelling your attack isn't so bad as you probly wouldn't have hit with 2 dice primary anyway.

Final Squad:

(58) Dengar
(12) Proton Torpedoes
(8) Punishing One
(6) Expert Handling
(3) R3 Astromech
Points 87

(47) Manaroo
(8) Perceptive Copilot
(12) Proton Torpedoes
(1) Munitions Failsafe
Points 68

(40) Serissu
(0) Jamming Beam
(5) Juke
Points 45

Total points: 200

I know many people hate the JM5K from its past but as one once said....

"let the past die... Kill it if you have to"

what do you you think anything you would change?

Edited by K13R4N

A swarm leader on Dengar, så serissu kan fire Jam before Dengar.

I've been sitting on a Dengaroo list for a while - haven't had a chance to play it. It looks something like this:

Escape Craft - •Outer Rim Pioneer - 39
•Outer Rim Pioneer - Skillful Outlaw (28)
Debris Gambit (3)
Tactical Officer (2)
Stealth Device (6)

JumpMaster 5000 - •Manaroo - 65
•Manaroo - Graceful Aruzan (47)
Composure (1)
Adv. Proton Torpedoes (6)
•IG-88D (4)
Contraband Cybernetics (5)
Tactical Scrambler (2)

JumpMaster 5000 - •Dengar - 94
•Dengar - Vengeful Corellian (58)
Expert Handling (6)
Proton Torpedoes (12)
Inertial Dampeners (1)
Shield Upgrade (6)
•Punishing One (8)
R3 Astromech (3)

Total: 198/200

First engagement Dengar has two Calculate tokens, two locks, and can potentially fire Proton Torpedoes at either of two different targets (in a perfect world).

Edited by feltipern1
1 hour ago, Muppetfluffer said:

A swarm leader on Dengar, så serissu kan fire Jam before Dengar.

If I take expert Handling of Dengar for Swarm tactics I have another 3 points for something else. What about another swarm tactics on Manaroo to have 3 I6 shots.

6 hours ago, K13R4N said:

f I take expert Handling of Dengar for Swarm tactics I have another 3 points for something else. What about another swarm tactics on Manaroo to have 3 I6 sh

Definatley worth trying :)

Is a Jumpmaster without title worth it tho? I can’t help but feel Manaroo with title alongside Bossk and 2 cheap ships would be better.

Just flew the original post and didn't feel like enough damage was being thrown and the ships had too many upgrades on for what they did so I decided to cheapen them up. So wanted to keep Dengar with Manaroo but have a solid 3 ship. Let's go through Dengar first, with the Punishing One title I think he doesn't Need PT especially with them being 12 now. R3 worked well and is perfect as you are wanting to TL as your focus' are coming from Manaroo. Let's move onto Manaroo, perceptive Co pilot is a must. Because Manaroo is a I3 I didn't really get to use both shots of PT and being a big base you get into R1 so quickly I though Adv. Proton torps could be nice if you can get a TL before hand then fire a focus TL 5 dice with a focus for defence!

3 ship: This allowed me to fit an ace into the list which should help for the end game alot! I chose Guri for 2 reasons 1) through out 1.0 thweek was my #1 pilot and Guri has been my favourite pilot in 2.0 so it's safe to say that my best ship is Guri as I have learned how to fly him especially with advanced sensors. 2) She fits perfectly into the list leaving a nice 3 point bid. So the 3 point bid which in my opinion is a good amount because lists that don't care about bidding usually have move damage/health so I need to move last against those lists. Lists with a 5+ bid are aces and so Dengar will be able to cream the I5 aces as he moves after them. I6 aces will do what I6 aces do.

Change up

(58) Dengar
(8) Punishing One
(3) R3 Astromech
Points 69

(47) Manaroo
(8) Perceptive Copilot
Points 55

(63) Guri
(10) Advanced Sensors
Points 73

Total points: 197

Played this against the same list as when I played my original list and Guri was able to Finish the job and it felt like a whole different experience.

Edited by K13R4N