So, Is Dengar Doable Now?

By JBFancourt, in X-Wing Squad Lists

Horrible Dial? Check!
Can’t take faction elite talent? Check!
Fly’s like a space whale? Check!
Turret, but like-no-not-really? Check!
Red Rotate? Check!
Zero Action Economy? Check!
Pointless Droid Slot? Check!
Looks like a space toilet? Check!

BUT, ...... Guys, he’s starting to catch my eye!

I6, 9 HP, Extra Attack, 2 Green, 3 Red, 58 pts!!!

YV-66 Zapper

(68) Fenn Rau [Fang Fighter]
(3) Fearless
Points: 71

(53) Dengar [JumpMaster 5000]
(0) Jamming Beam
(1) Greedo
(2) Contraband Cybernetics
(5) Punishing One
Points: 61

(52) Trandoshan Slaver [YV-666 Light Freighter]
(0) Jamming Beam
(2) 4-LOM
(3) Feedback Array
(6) Static Discharge Vanes
Points: 63

Total points: 195

3-Ship Boba Friends List

(53) Dengar [JumpMaster 5000]
(0) Jamming Beam
(1) Greedo
(2) Contraband Cybernetics
(5) Punishing One
Points: 61

(85) Boba Fett [Firespray-class Patrol Craft]
(6) Proximity Mines
(1) Slave I
Points: 92

(45) Zuckuss [G-1A Starfighter]
(2) 4-LOM
Points: 47

Total points: 200

Another Friend’s List

(53) Dengar [JumpMaster 5000]
(0) Jamming Beam
(1) Greedo
(2) Contraband Cybernetics
(2) Electronic Baffle
(5) Punishing One
Points: 63

(45) Zuckuss [G-1A Starfighter]
(2) 4-LOM
Points: 47

(45) Black Sun Enforcer [StarViper-class Attack Platform]
Points: 45

(45) Black Sun Enforcer [StarViper-class Attack Platform]
Points: 45

Total points: 200

Edited by JBFancourt

R3 astromech and dare them to come play with you. Contraband Cybernetics to make the dial not matter for a turn. The elite talent thing needs an FAQ change though. THAT is bunk.

He was right out of the gate, one of my favorite 2.0 pilots. Especially when at launch proton torps were reasonably priced.

Best thing though is now people won't take it serious until it's too late. ^-^

9 hours ago, JBFancourt said:

Can’t take faction elite talent? Check!

What do you mean?

LBN shows a talent slot and I can take Fearless.

5 minutes ago, Pewpewpew BOOM said:

What do you mean?

LBN shows a talent slot and I can take Fearless.

Fearless doesn’t activate due to Dengar having the turret arc primary not a V primary.

Technically, he can take it but it will literally never meet its conditions for use.

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7 hours ago, KingmanHighborn said:

R3 astromech and dare them to come play with you. Contraband Cybernetics to make the dial not matter for a turn. The elite talent thing needs an FAQ change though. THAT is bunk.

He was right out of the gate, one of my favorite 2.0 pilots. Especially when at launch proton torps were reasonably priced.

Best thing though is now people won't take it serious until it's too late. ^-^

I’m also liking Auto-blasters and Greedo on him if they choose to ignore him.

He’s cheap enough now that he can be jammed down their throats, get value, and blow up for only 58 points. Ignore him and he’s not bad endgame.

With the cannon slot, I actually MUCH prefer using an Ion Cannon as his main weapon and keeping the crew slot! If I were to load him up, I would go Ion Cannon, ContraCybers, ExHan, and Maul, but other than Ion Cannon, everything else seems good to keep or ditch

I flew this recently and it did pretty well:

Dengar (53)
Expert Handling (4)
Plasma Torpedoes (9)
Autoblasters (3)
0-0-0 (5)
Greedo (1)

Bounty Hunter (62)

Bounty Hunter (62)
Total: 199

View in Yet Another Squad Builder 2.0

I think they might have finally fixed it. Having the cannon so you can actually have the turret to the back or side helps a lot, and being able to use the crew slot opens up some build options. The points drop didn't hurt either of course.

Dengar has always been a favourite of mine and tried him many times throught 2.0 but only ever in casual formates.

My Favourite list of 2.0 is Guri Fenn as Fenn it oftern used to kill the 6s so Guri can do the rest
So I thought of swapping Dengar in for Fenn and aim for him to kill the 6s.
As you mentioned

On 2/11/2020 at 3:00 AM, JBFancourt said:

Zero Action Economy? Check!

That was my numebr 1 goal. To give him as much action econ as possible. So first thing first slap Maul on coz force is GOOOD. The other upgrade I put on was Lone wolf, in 2 ships list its fairly easy to keep them outside R2 of each other, it also allows him to fire proton torps and not spend the lock for a revenge proton shot. Plus the ion cannon as you cant have the title with maul. CC is amazing for the 2pts now. The only thign that worries me is the 7 point bid however in casual games it should be enough.

Dengar (53)
Lone Wolf (5)
Proton Torpedoes (13)
Ion Cannon (6)
Maul (12)
Contraband Cybernetics (2)

Ship total: 91 Half Points: 46 Threshold: 5

Guri (64)
Outmaneuver (6)
Advanced Sensors (10)
Afterburners (6)
Virago (8)
Shield Upgrade (8)

Ship total: 102 Half Points: 51 Threshold: 4


Total: 193

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z115X124W136W11W48WW92WWY147X126W111WW105W163W165&sn=Unnamed Squadron&obs=

I am playing it tonight so it could be a flop but will enjoy anyway.

The aim will be as with any guri list, trade with Dengar including their I6 ships then outmaneuver them 😀

Just played a game and wow. Dengar is good. The feeling of 3 talon rolling and have force/ lone wolf is crazy. He felt almost as unkillable as Guri. I won with him getting one off half health on Dengar and one hit on Guri. Dengar revenge shot stopped him from shooting a couple of times and being able to lone wolf reroll for my proton torps allowed me to keep the lock on whisper to threaten the 4 dice TL shot. My ion canon never got to ion anyone but got damage through so I'll take it.

I didn't launch proton torp in the initial engagement as I wanted to save them for whisper but having ion cannon was incredible as it allowed me to keep my primary arc to the left the entire game.

Honestly, my build on Dengar seems to be doing pretty well. I don't share the same thought in regards to the droid slot as the original post (as R5-P8 is awesome!) but here is my Dengar build:

(53) Dengar [JumpMaster 5000]
(4) R5-P8
(4) Expert Handling
(5) Punishing One
Points: 66

Total points: 66

Keeping him lean/modest allows you to get an additional 2-3 ships depending on your choices. I have found that he gets shot down pretty easy under concentrated fire. Not to mention, he is pretty predictable during setup due to his dial.

Finally got a Jumpmaster and forgot what I was intending to do with it.

So maybe I just try Dengar.

Toilet Bowl

(53) Dengar [JumpMaster 5000]
(4) R5-P8
(2) Contraband Cybernetics
(3) Intimidation
(5) Punishing One
Points: 67

(25) Cartel Spacer [M3-A Interceptor]
Points: 25

(25) Cartel Spacer [M3-A Interceptor]
Points: 25

(27) Sunny Bounder [M3-A Interceptor]
(3) Autoblasters
Points: 30

(47) Skull Squadron Pilot [Fang Fighter]
(6) Outmaneuver
Points: 53

Total points: 200

Idea is pretty simple. I didn't really have one. So joust Dengar. Or don't. It might work either way.

So many cool ideas in this thread, many thanks all!

Untested but could be fun/solid:

- Dengar (Expert Handling, Contraband Cybernetics, Punishing One)
- Fenn Rau (Fearless)
- Bounty Hunter (Contraband Cybernetics)
199 points

- Dengar (Contraband Cybernetics, Punishing One)
- Bounty Hunter (Perceptive Copilot)
- Bounty Hunter (Perceptive Copilot)
200 points

Edited by admat

Played a couple of games against my boy with Dengar plus Spacers etc. R5-P8 is solid (potential) value and almost a must for me now, with the title.

Although he did kill himself in one, rerolling into a crit and pulling a Direct... but Yolo at that point :D

Have now noted that the same Dengar build will fit with 2 Spacers and 2 recruits. Maybe trying that next.

Thing I like. Kamikaze Dengar can hit like a truck on the joust and is cheap enough to surround with stuff that can take advantage of it.

Other thing I like but mostly treat as hope. If he survives the 1st engagement, the second can be even better.

Currently 9-0 with my Dengar/Boba list and am really enjoying flying it.

Dengar; Protons, Title, R3, Contraband, Hull, EH.

Boba; Fearless, Slave 1, Contraband, Hull, Maul.

Pure jousting with Dengar and Boba doing Boba things!

Been tinkering and have packed this for casuals tomorrow, with an eye on future HS comps. It's been drawing me in.... feels like an interesting gamble.

Toilet Bowl

(53) Dengar [JumpMaster 5000]
(4) R5-P8
(5) Punishing One
Points: 62

(41) Zealous Recruit [Fang Fighter]
Points: 41

(41) Zealous Recruit [Fang Fighter]
Points: 41

(25) Cartel Spacer [M3-A Interceptor]
(3) Autoblasters
Points: 28

(25) Cartel Spacer [M3-A Interceptor]
(3) Autoblasters
Points: 28

Total points: 200

Also can't seem to let go of Tractor Beam and 0-0-0 for Dengar instead. So I have that too, if drink my beer too quickly.

Contraband is so clearly great, I do want it, but meh. ScykBlasters! R5-P8 saves good rerolls for red moves, if we're lucky.

Dengar dies if we're not, but that still leaves quite a bit of squad on the table.

@Cuz05

I really like it. Might put that one in my box for a casual game.

Struggled a bit with the main man tonight. That dial and stress....

Was quite happy with the action economy of R5-P8 and linked rotate but the stress was killer. CC seems necessary to really compete, I missed it massively.

I6 for 61pt is decent. His ability is pretty effective when you can point him the right way. But I need to spend a bit more on him, which feels kinda risky, he goes down pretty fast.

Beat 4x T70. Just blocks. Dengar tore holes. Fangs were very effective.

Lost to triple Silencers. Slippery buggers. He flew loads better than me. I was terrible :D

I looked at tweaks and arrived in a completely different place. Been a while since I flew Fenn.

Pick your poison.

(53) Dengar [JumpMaster 5000]
(4) R5-P8
(3) Autoblasters
(2) Contraband Cybernetics
(5) Punishing One
Points: 67

(62) Bounty Hunter [Firespray-class Patrol Craft]
Points: 62

(68) Fenn Rau [Fang Fighter]
(3) Fearless
Points: 71

Total points: 200

Bounty Hunters are always a knee jerk reaction to defeat with me....

I haven't flown an Ion Scyk, for some reason. I think cost, probably.

You could Blaster the Scyk and take a bid.

Seems an obvious choices list. FFG counted to 200 here.

(53) Dengar [JumpMaster 5000]
(4) R5-P8
(3) Autoblasters
(2) Contraband Cybernetics
(5) Punishing One
Points: 67

(68) Fenn Rau [Fang Fighter]
(3) Fearless
Points: 71

(25) Cartel Spacer [M3-A Interceptor]
(6) Ion Cannon
Points: 31

(25) Cartel Spacer [M3-A Interceptor]
(6) Ion Cannon
Points: 31

Total points: 200

On 3/6/2020 at 9:15 PM, Cuz05 said:

Bounty Hunters are always a knee jerk reaction to defeat with me....

I haven't flown an Ion Scyk, for some reason. I think cost, probably.

You could Blaster the Scyk and take a bid.

Seems an obvious choices list. FFG counted to 200 here.

(53) Dengar [JumpMaster 5000]
(4) R5-P8
(3) Autoblasters
(2) Contraband Cybernetics
(5) Punishing One
Points: 67

(68) Fenn Rau [Fang Fighter]
(3) Fearless
Points: 71

(25) Cartel Spacer [M3-A Interceptor]
(6) Ion Cannon
Points: 31

(25) Cartel Spacer [M3-A Interceptor]
(6) Ion Cannon
Points: 31

Total points: 200

I like the concept of Dengar fenn then 2 cheap ships, I will be playing around with this for sure. Personally I am not a fan of the PO title as with cannons you get the front arc and a side arc like asajj. I am not sure whether 3 ion cannons would be too much but Dengar with ion cannon and perceptive Co pilot also fits at 67 points. Perceptive Co pilot really helps with having 2 agility and 2 shots. CC is really good though so you could mess around with a autoblaster spacer or no fearless on fenn.

1 hour ago, K13R4N said:

I like the concept of Dengar fenn then 2 cheap ships, I will be playing around with this for sure. Personally I am not a fan of the PO title as with cannons you get the front arc and a side arc like asajj. I am not sure whether 3 ion cannons would be too much but Dengar with ion cannon and perceptive Co pilot also fits at 67 points. Perceptive Co pilot really helps with having 2 agility and 2 shots. CC is really good though so you could mess around with a autoblaster spacer or no fearless on fenn.

3 Ion does seem a bit overboard :D

I think if Fenn gets pegged/chased off, and they target the spacers, you fall behind in the damage race. I'm happy with Autoblasters for supporting the rotate, if going a different route. Particularly against Ion resistant lists.

I like the reliable 3/4 dice I6 attack PO brings when you need to push ahead on points and Init kill things quickly. But access to R5-P8 is actually the thing that swings it for me.

Title and droid are a convenient swap for Plasma Torps, to maintain a bigger threat, sans title, but I'd miss that passive reroll. Decent mods on powerful attacks are hard to come by for him.

I am still interested in non-title builds, but more focussed on where the mods come from. 0-0-0 is high up there, not many other sources in HS. In this Fenn list though, without the potential damage spike, I'm not too sure....

Didn't do great things against my boys CIS though, lol, so may be trying a couple different tweak s in the week. Definitely with Fenn and the Ion Spacers.

I’m so in love right now with Autoblasters+Greedo that I can’t think of Dengar in hyperspace. Lol.

Also... I messed around with a double yv-666 control bus build with my only meaningful weapon being fenn....

And I won a small league night with it. Surprisingly, fenn is enough dmg for a whole build.

I’m also interested in non title Dengar

(53) Dengar [JumpMaster 5000]
(3) Autoblasters
(2) Qi'ra
(1) Greedo
(2) Contraband Cybernetics
Points: 61

(68) Fenn Rau [Fang Fighter]
(3) Fearless
Points: 71

(27) Sunny Bounder [M3-A Interceptor]
(6) Ion Cannon
Points: 33

(25) Cartel Spacer [M3-A Interceptor]
(6) Ion Cannon
Points: 31

Total points: 196

OR

New Squadron

(53) Dengar [JumpMaster 5000]
(3) Autoblasters
(8) Perceptive Copilot
(1) Greedo
(2) Contraband Cybernetics
Points: 67

(68) Fenn Rau [Fang Fighter]
(3) Fearless
Points: 71

(25) Cartel Spacer [M3-A Interceptor]
(6) Ion Cannon
Points: 31

(25) Cartel Spacer [M3-A Interceptor]
(6) Ion Cannon
Points: 31

Total points: 200

Edited by JBFancourt
13 hours ago, Cuz05 said:

3 Ion does seem a bit overboard :D

I think if Fenn gets pegged/chased off, and they target the spacers, you fall behind in the damage race. I'm happy with Autoblasters for supporting the rotate, if going a different route. Particularly against Ion resistant lists.

I like the reliable 3/4 dice I6 attack PO brings when you need to push ahead on points and Init kill things quickly. But access to R5-P8 is actually the thing that swings it for me.

Title and droid are a convenient swap for Plasma Torps, to maintain a bigger threat, sans title, but I'd miss that passive reroll. Decent mods on powerful attacks are hard to come by for him.

I am still interested in non-title builds, but more focussed on where the mods come from. 0-0-0 is high up there, not many other sources in HS. In this Fenn list though, without the potential damage spike, I'm not too sure....

Didn't do great things against my boys CIS though, lol, so may be trying a couple different tweak s in the week. Definitely with Fenn and the Ion Spacers.

Dengar (53)
Ion Cannon (6)
Maul (12)
Contraband Cybernetics (2)

Fenn Rau (68)
Fearless (3)

Cartel Spacer (25)
Autoblasters (3)


Cartel Spacer (25)
Autoblasters (3)

Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZhZ200Z115XWW11W48WW92WWY97X121WY139XW232Y139XW232&sn=Unnamed Squadron&obs=

It Probably is not worth it to lose the 2 3 dice ion attacks but swapping the cartels to auto blasters get you maul on Dengar which increases his survivablity 3 fold.

I'd like to figure out how to do a scum alpha strike, and Dengar feels like he could be a key piece of it. I've been playing around but not really got anything I'm happy with yet. Looking to see how I might be able to do three fully modified ordnance shots, ideally all proton torpedoes at a high initiative, but can't figure out how to fit that.

Here's where I'm at:

Dengar (53)
Proton Torpedoes (13)
Autoblasters (3)
0-0-0 (5)
BT-1 (2)
Contraband Cybernetics (2)

Ship total: 78 Half Points: 39 Threshold: 5

Serissu (41)
Mag-Pulse Warheads (6)

Ship total: 47 Half Points: 24 Threshold: 2

Genesis Red (31)
Proton Torpedoes (13)

Ship total: 44 Half Points: 22 Threshold: 2

Mining Guild Surveyor (23)
Squad Leader (6)

Ship total: 29 Half Points: 15 Threshold: 2


Total: 198

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZhZ200Z115XW136W232W63W79W92WWY132XWW311Y133XWW136Y248X131W&sn=Scum Hyperspace Alpha&obs=

I can trim Dengar to give Serissu proton torps and maybe that's better? 0-0-0 is a sketchy way of attempting double mods on all three shots. I also need Genesis Red to have something focused to lock onto.

TBH - it all feels like too much of a stretch.

On 3/9/2020 at 11:50 AM, K13R4N said:

Probably is not worth it to lose the 2 3 dice ion attacks but swapping the cartels to auto blasters get you maul on Dengar which increases his survivablity 3 fold.

I like this quite a bit, but the Ion Spacers feel like proper little stars, the R3 provides a really good set of options.

Played 1 game with the title version last night. Stupidly friendly dice turned it into a walk over and convinced me it's the funnest of my list choices for a store champs this wknd, so I'll be reporting back on it. If I don't, you know it was bad .

Still ended up fighting Dengars dial mid game, but actually, I kinda like how funky it is. The badness seems to hinge entirely on the lack of a white rotate. Which is inextricably linked to leveraging the decently modded PO 2x 4 die attack on the way in. I like that early strike enough to attempt to stick with it and just try to manage my follow up choices a little better.

I might be tempted to look at Agile Gunner, but at 8pt, it's really way too expensive an addition on a ship that melts like ice in an oven, as well as severely restricting wingmate buffs.

Ok, it wasn't that bad.... But it wasn't that good either. Went 1-3. 3 key things to blame- Me. Dengar... Dice .

Had some real tough luck in 2 of the games. I was outplayed in one, so even though the dice and crit deck were ridiculously cruel, they really just tilted the score. (200-0 over 73min ffs , I conceded with a laugh and 1hp Scyk still on the table). Fenn biting the wrong end of the luck stick and just vanishing straight away, was game, but my bad... a bit :D .

My opponent is a real champ, lovely guy too, just won the all Rep final 23-0...............

Other was against a squad mate. Would have been an even game, but the hard luck turned it early, with a Scyk and Dengar just going splat. Still kinda got close, Fenn and 1 Ion Scyk can still do.good work. Killed Boba. And not enough else, as is often the case one way or the other, with him.

The 3rd defeat was 90-102 and swung seriously on the first and last couple engages, was a great game and I was happy with how it went. Ahsoka, Obi 2x ARC. Got both ARCs but failed to get the last hit for half on one of the 2 Jedi, and a win.

Pasted Luke, Thane and 2x Reds. Definitely blaming his green dice for that one.

Me- Well, I just didn't have full confidence in what I was doing, so you know you're not hitting the high notes when you feel that way.

Dengar- Early game, great. Mid game, awkward. Late game, rubbish. Can't catch or penetrate 3ag with focus well enough and just folds if they have a single relevant gun on him at that stage.

With the necessary arc swing, after the 1st push, I couldn't really leverage his dial or damage output vs Jedi and Fangs. He lacks the flexibility to react to squirrelly opponents. So ultimately, the list was hanging full bore on Fenn.

Who was awesome, (as were the Scyks) . But with that much emphasis on him, it was hard to buy him the angles he needed. That reliance cost me in all 3 defeats. He had the impact, and the power, but once he goes, by luck or judgement, the others just couldn't earn or hold the points. In my last game, that was the swing. Everything was in place for a win, but 5 blanks on 8 dice, he was gone, and so was what I needed to close it out. And I still had a full Dengar.

A different build for Dengar maybe, but certainly a better flight plan overaĺl, and he might do the job, he does seem close . But also really very hard when it gets into the later stages. I think it all boils down to how difficult it is to react to the board state with him, locked into stress and no right turns.

He did good things, but it was all pretty much restricted to early game. 67pt is not bad for his impact there, but you either need to be a legend with Fenn, or pair him with something you don't need to risk to make end game... (Boba....)

Weirdly, (topically), I came away feeling like it was less the red rotate, or dial, or whatever, as the large base that was holding him back. I think he might be great on a medium.... I really have no idea, but I'd like to test it :D

Anyway, I'm no great player, and this experiment is the total of my Jump experience. This particular list and build seems very hard to leverage well, but it almost feels like it might be consistently possible. If you put a great deal more time and skill into it than I have....

Conclusion. Dengar doable? Maybe :D

Edited by Cuz05