Dirty Den(gar)

My response to Dhaus’ arc-dodging #Dengar build #Xwing #Scum #jumpmaster #itsgettinghothinhere

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DHaus, of the Stay On Target podcast, published a Dengar arc-dodger exploration on Team Covenant last week that you can find here.

DHaus Dengar Arc Dodger.png
DHaus’ optimal Dengar build.

I’ve been working on my own Dengar build for a while, Den-Bot, and wanted to throw my own into the ring. You can find the evolution of my list, along with my most recent successes and woes from the Womp Rats tournament in Aldershot here.

I see Dengar as a bit of a puzzle; he has an awesome ability that encourages players to fly the ship with your opponent in arc, rather than simply using the turret. Couple this with the ship’s dial and he is the most interesting PS9 large ship pilot, especially as he’s Scum.

Den Re-con

IG

Above was my previous list of Dengar with IG-88B, which barely left room for anything else to be removed unless I stripped down Dengar entirely, giving him just Predator and then Engine Upgrade.

I don’t want to leave Dengar naked, so I’m willing to substitute 88B in order to make room for EU and maximise Dengar’s potential as an arc-dodger.

Dengar with Predator, the Punishing One title, Engine Upgrade come in at 52 points. Through experience, Dengar also could do with Recon Specialist to make the most of his revenge ability, that’s now 55 points. I’m a big fan of the revenge bot, R5-P8, but it’s a little too expensive here, so I’m going with the R4 Agromech, which takes me to 57 points in total.

Jump & Fire (100 points)
Pairing Dengar with Kath Scarlet allows you the advantage of having a turret and a second ship with an auxiliary firing arc. Kath’s ability allows you to gain an extra attack dice from the back arc.

Dengar Predator.png

Kath:Boba.png

Standard builds for Kath allow an Engine Upgrade, VI, the K4 Security Droid and some sort of canon. I think that the Outlaw Tech is a better as it’s less limiting than the Security Droid. Nonetheless, points are a factor so I’ve tried to be inventive with my Kath build.

Firespray_31_Move.png
Firespray movements

I don’t have room for the Engine Upgrade on Kath and have swapped VI for adaptability, therefore still increasing the PS whilst not losing any points. Looking at the dial, the Firespray does have a one forward and a one bank.  It’s not a boost but it’ll have to do.

 

I’m determined to find a slot for the Boba Fett crew card and so therefore need to take the Mangler Canon to maximise the potential for using it.

This brings my Kath build in at 43 points and a 100 point total.

Den of Razz(matazz) (100 points)

John Wainscott played a Latts build at my first tournament in Aldershot (you can read about it here).

I like the Gunner ability and I love the irony of waiting for your ship to miss when you combine it with Bossk.

Lone Dengar.png

Latts Gunner Bosk.png

To make Dengar fit the points here, I have to drop Predator for Lone Wolf. When you look at the odds here, you’re looking at a 37.5% chance of rolling a blank to enable the re-roll.

There isn’t room for an Engine Upgrade on Latts, but when you look at his dial the red zero makes up for it.

Denaroo (98 points)

Pairing Dengar with Manaroo allows a little room for fluff (she is his wife in the EU), as well as giving you a big bag of tricks for the pairing.

Dengar R5-P8.png

Manaroo Torps.png

As far as the Dengar build is concerned, I am able to include Predator and R5-P8, as well as Glitterstim. I can load Up Manaroo with Plasma Torpedoes and Extra Munitions with Deadeye.  I haven’t yet used Feedback Array on any of my builds, this seems a fairly good spot.

For that final touch of fluffiness; Boba Fett crew card. See her soar over the Sarlacc Pit.

I could even substitute the Plasmas for Protons and make Boba earn his money.

Jamie’s Dengar Manaroo build from the Spring Kit at Marquee Models (you can read about it here) really impressed me and reminded me how my Scum lists could use a little more imagination and more synergy.

When I look at Manaroo’s ability, I can’t help but wonder if Deadeye and loading her up with torps isn’t a waste here?  What I do know is that once I’ve fully loaded both Dengar and Manaroo, the list comes in at 98 points, that’s not a bad initiative bid.

Even a Sith Lord is no match for my warriors. He put up quite a fight. Blasters, cannons, that glowy thing, voom-voom…

I started writing this a week ago. By now, Yavin has come and gone and the party bus build has emerged:

Slaver (29)

  • Gunner (5)
  • Bossk (2)
  • 4-LOM (1)

Slaver (29)

  • Greedo (1)
  • Fett (1)
  • Dengar (3)

G1a – Starfighter – Zuckaus (28)

  • Mist Hunter/Tractor Beam (1)

Look at that bag of tricks. All of it. What does this do to my thinking above? Nothing, except perhaps confirm that the Bounty Hunter crew cards are where it’s really at, rather than simply going for high PS.  Dee Yun had published a web comic with the Party Bus here

I like this version of the party bus, but I’m working on something a little more varied:

Screen Shot 2016-06-07 at 15.58.34.png

Screen Shot 2016-06-07 at 15.49.04.png

Screen Shot 2016-06-07 at 16.17.58.png

If you’re interested, this comes in at 98 points.  I’ve spent a long time trying to figure out how I could get Gunner in there too – it just doesn’t work if you want Zuckuss.

I began this post wanting to explore how these list ideas measured up to my original Den-Bot list.  Each one offers an increase in shields; a decrease in agility dice; a loss of Autothrusters and slightly less manoeuvrability. I can’t see why you wouldn’t go with the fluff of Jump and Fire or Denaroo.

What are your thoughts?

2 thoughts on “Dirty Den(gar)”

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