Dengar might actually be worth playing now...

By Greedo_Sharpshooter, in X-Wing Squad Lists

Dengar (56)
Expert Handling (6)
Hotshot Gunner (7)
Contraband Cybernetics (3)
Punishing One (8)
R5 Astromech (4)

Total: 84


Saw this load out for Dengar (credit to Gold Squadron). I like this as a starting point. Now to build the rest of the squad.

Any suggestions what to round out this squad with?

Some ideas: (Pick Two ships)

  • Kavil/DT/VTG,
  • Talonbane/Predator,
  • Nym/DT/VTG,
  • Old Trench/Predator
  • Kad Solus/Elusive

Could also go with escape craft paired with either Guri or Fenn Rau. Seem s a bit fragile if I lose a ship early.

Another option would be adding 3x Cartel Marauders. Cheap hard hitting init 1

This seems pretty solid... nice firepower and speedy init 5 ships to use hit and run style attacks. Talonbane could be another fang fighter like Kad Solus or even Kavil/DT/VTG

Dengar (56)
Expert Handling (6)
Hotshot Gunner (7)
Contraband Cybernetics (3)
Punishing One (8)
R5 Astromech (4)

Talonbane Cobra (50)
Predator (2)
Afterburners (6)

Old Teroch (56)
Predator (2)


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z115X120WW86WW92WW159W6Y119X127WWWWW105Y98X127W&sn=Unnamed Squadron&obs=

Thoughts?

Edited by Da_Brown_Bomber

Two ships are less common in 2.0 squads but I wonder if these two could be a good team and form a tandem of terror?

Dengar (56)
Expert Handling (6)
Hotshot Gunner (7)
Contraband Cybernetics (3)
Shield Upgrade (6)
Punishing One (8)
R5 Astromech (4)

Ship total: 90 Half Points: 45 Threshold: 5

Boba Fett (85)
Fearless (3)
Perceptive Copilot (8)
Proton Bombs (5)
Contraband Cybernetics (3)
Shield Upgrade (6)

Ship total: 110 Half Points: 55 Threshold: 6


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z115X120WW86WW92W165W159W6Y103X121WWW54W69W92W165W&sn=Unnamed Squadron&obs=

I flew this vs Resistance 4x5s and lost with 8pts my first game while he had some reps in.

One game dont tell much though.

Dengarax!

(56) Dengar [JumpMaster 5000]
(8) Punishing One
(3) Contraband Cybernetics
(7) Hotshot Gunner
(3) R3 Astromech
Points: 77

(38) Cartel Marauder [Kihraxz Fighter]
(3) Contraband Cybernetics
Points: 41

(38) Cartel Marauder [Kihraxz Fighter]
(3) Contraband Cybernetics
Points: 41

(38) Cartel Marauder [Kihraxz Fighter]
(3) Contraband Cybernetics
Points: 41

Total points: 200

Its to bad the dial makes him close to unplayble, id rather have a 10pt Han gunner and an R3 mech. But dial wont work with it.

Going to Try This one

Fenn Rau — Fang Fighter 68
Dengar — JumpMaster 5000 56
Greedo 1
Contraband Cybernetics 3
Punishing One 8
R2 Astromech 4
Ship Total: 72
Old Teroch — Fang Fighter 56
Fearless 3
Ship Total: 59
4 hours ago, Hugeman said:

Going to Try This one

Fenn Rau — Fang Fighter 68
Dengar — JumpMaster 5000 56
Greedo 1
Contraband Cybernetics 3
Punishing One 8
R2 Astromech 4
Ship Total: 72
Old Teroch — Fang Fighter 56
Fearless 3
Ship Total: 59

Skip fearless and do Predator on both fangs? :)

I have this Dengar loadout

Dengar (56)
Greedo (1)
Contraband Cybernetics (3)
Punishing One (8)

and as a talent I would like to take one of the following: Expert Handling (6), Predator (2), Fearless (3), Outmaneuver (6)

and as an astromech one of these: R5-P8 (4), R2 (4), R3 (3) or R5 Astromech (4)

But which is the better talent and the better astromech? and why?

Dengars role in my strategy will be to survive to the end and battle the opposing ace

The remaining points will be used on Kihraxz Fighters and headhunters to make up the bulk of my force

thank you for any advice :)

Expert handling is nice to stay stress free. Predator is a good option if you have don't have the points for Expert handling. Outmanouver and fearless do not work on Dengar as he doesn't have a V arc :( he has a mobile arc instead.

R5p8 is OK but I personally don't like it as its very limited in what it does especially if you want Dengar to be there to the end. R2 is r2, No complaints over here as regen is always good. I actually like R5 on Dengar more then r2 as you still get to shoot. If you pair Dengar with a support buddy it would be great as he is very low on action economy. Finally r3 is nice and usually my go to as revenge shots will be modded but if you are wanting Dengar to be your last man standing go with either R5/R2. Playing a R5 Dengar is up there with my next list ideas to be played.

1 hour ago, Everyday Ace said:

I have this Dengar loadout

Dengar (56)
Greedo (1)
Contraband Cybernetics (3)
Punishing One (8)

and as a talent I would like to take one of the following: Expert Handling (6), Predator (2), Fearless (3), Outmaneuver (6)

and as an astromech one of these: R5-P8 (4), R2 (4), R3 (3) or R5 Astromech (4)

But which is the better talent and the better astromech? and why?

Dengars role in my strategy will be to survive to the end and battle the opposing ace

The remaining points will be used on Kihraxz Fighters and headhunters to make up the bulk of my force

thank you for any advice :)

Sorry, forgot to quote you. Look at previous post :)

Tried Dengar on the weekend.

Contraband, Agile gunner, R2 Mech

Still Garbage IMO.

Dial, large base, punishing one front arc locked, red barrel roll, linked red turret turn - all terrible.

Even at I6 it was near impossible to get in a position to make the opponent engage Dengar to use his ability.

The awful dial just makes it near impossible to do that - it is just too easy for opponents to to fly around it.

Really don't see how they can possibly fix this ship to make it remotely competitive.

Used it alongside 4LOM and Teroch - they did all of the heavy lifting.

Dengar is a beast, I wrecked it with him early in 2.0 because people overlooked/underestimated as it came down to 'oh no the Jumpmaster is nerfed the world is doomed!' So I capitalized on that and won a tourney with him and two Cartel Executioners loaded up with proton torps. When the points change happens something like this is a return to fly slow, target lock and kiss em' goodnight:

Dengar — JumpMaster 5000 56
Swarm Tactics 5
Greedo 1
Contraband Cybernetics 3
Shield Upgrade 6
Punishing One 8
R3 Astromech 3
Ship Total: 82
Half Points: 41 Threshold: 5
Cartel Executioner — M12-L Kimogila Fighter 43
Swarm Tactics 3
Proton Torpedoes 13
Ship Total: 59
Half Points: 30 Threshold: 5
Cartel Executioner — M12-L Kimogila Fighter 43
Swarm Tactics 3
Proton Torpedoes 13
Ship Total: 59

Half Points: 30 Threshold: 5

This might be fun too:

4-LOM — G-1A Starfighter 49
Trick Shot 4
Fire-Control System 2
0-0-0 5
Contraband Cybernetics 3
Ship Total: 63
Half Points: 32 Threshold: 5
Dengar — JumpMaster 5000 56
Marksmanship 1
Greedo 1
Proton Torpedoes 13
Punishing One 8
R3 Astromech 3
Ship Total: 82
Half Points: 41 Threshold: 5
Manaroo — JumpMaster 5000 47
Intimidation 3
IG-88D 3
BT-1 2
Ship Total: 55
Half Points: 28 Threshold: 5
On 6/30/2019 at 10:52 PM, Hugeman said:

The awful dial just makes it near impossible to do that - it is just too easy for opponents to to fly around it.

Really don't see how they can possibly fix this ship to make it remotely competitive.

They should have left the right white swoop. or even a red one, he can't turn around hardly and is too easy to block.

Dengar is fine if he gets some support. Some coordinate to help him pre-maneuver barrelroll works wonders.

I like to pair L337 with him. Leaves you with enough points for some other good ships.

I like the idea of Dengar with a quad jumper or two. Tractor beam effect lasts the entire round, letting Dengar benefit twice. Is a Wedge or Luke gonna fire at Dengar with only 1 agility? Go for Quad first and its a 32pt biggs. Still room for a fourth strong ship like a Talonbane or Old T or Torani.

Dengar (56)
Expert Handling (6)
Hotshot Gunner (7)
Contraband Cybernetics (3)
Punishing One (8)
R3 Astromech (3)

L3-37 (26)

Jakku Gunrunner (32)

Torani Kulda (48)
Fearless (3)
Cluster Missiles (5)
R3 Astromech (3)
Total: 200

Edited by wurms

36 points of hull . . .

(56) Dengar [JumpMaster 5000]
(8) Punishing One
(6) Expert Handling
(7) Hotshot Gunner
Points: 77

(41) Gand Findsman [G-1A Starfighter]
Points: 41

(41) Gand Findsman [G-1A Starfighter]
Points: 41

(41) Gand Findsman [G-1A Starfighter]
Points: 41

Total points: 200

22 hours ago, stormblest said:

36 points of hull . . .

(56) Dengar [JumpMaster 5000]
(8) Punishing One
(6) Expert Handling
(7) Hotshot Gunner
Points: 77

(41) Gand Findsman [G-1A Starfighter]
Points: 41

(41) Gand Findsman [G-1A Starfighter]
Points: 41

(41) Gand Findsman [G-1A Starfighter]
Points: 41

Total points: 200

Tanky. Those dials are very hard to use tho. So much red. What is ur plan for flying these guys?

1 hour ago, Da_Brown_Bomber said:

Tanky. Those dials are very hard to use tho. So much red. What is ur plan for flying these guys?

Fly them together and then when I get close enough, utilize as blockers. I think that their blocking capacity will be great due to the fact that they are medium bases.

Dengar attacking first would be beneficial with his co-pilot to token strip to allow for the G1-As increased chances of hitting those slippery targets.

Edited by stormblest

G-1A generic is 41pts 5 hull 4 shield

Edited by Blademaster72

You get 3 for 123pts.

32 minutes ago, Blademaster72 said:

You get 3 for 123pts.

200-77=123

I played this squad at LGS today, small event of 8 players but quite a strong field. Extended format. I went 3-1.

  • Dengar/PUNISHING ONE/Greedo
  • Guri/Advanced Sensors/Predator
  • Old Teroch

oppositions was Imperials (Vader/whisper/Duchess), Scum (Han/Fen Rau/Unkar Plutt), FO (Quickshot/swarm tactics+3 omega squadron with concussion missiles/passive sensors/2 with swarm tactics) and Imperials (Whisper/vader crew, Soontir/predator, Grand Inquisitor).

Dengar did good work and pushed thru plenty of damage. Guri did Guri things and was a real challenge to fly well. Made a few errors here and there but managed a few good blocking moves with her also.

Edited by Da_Brown_Bomber
20 minutes ago, Da_Brown_Bomber said:
  • Dengar  /  Greedo
  • Guri/Advanced  S  ensors/Predator
  • Old Teroch

Did you use punishing one? Or did you go for an 8pt bid?

17 hours ago, flooze said:

Did you use punishing one? Or did you go for an 8pt bid?

I use PO, just edited my list. Dengar was probably my MVP. I play quite aggressively with him. he's quite quick when needed. just that terrible dial.

Edited by Da_Brown_Bomber