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Made in gb
Regular Dakkanaut




Dengar
PTL
Gonk
Unhinged mech
Engine upgrade
Punishing one

Ndru
VI
Cluster missiles
Glitterstim
Guidance chips

Leeachos
Deadeye
Concussion missiles
Guidance chips

99 points

Dengar is a late game beast here. He's ultra maneuverable, hits like a tank, can regen and is at the very powerful PS of 9. The problem is he's 55 points and I need to get him to the late game. The solution above is a Z95 alpha strike, 3 modified 4 dice attacks all in one turn. This could (a) take out a jumpmaster in a turn (b) control board space vs the now popular ps8 aces. The biggest weakness I suspect is against swarms but it's not terrible - if the Zs can kill two ties before dying Dengar has the ability to take on the rest (against it but possible). Dash/ghost lists should be straightforward too. PS10 Wes Janson is a bit of a worry.

Thoughts?


Automatically Appended Next Post:
Another weakness is that it'll give away a fair chunk of MOV, since I suspect both Z95s will die more often than not.

This message was edited 2 times. Last update was at 2016/07/20 12:04:06


 
   
Made in gb
Battleship Captain




The problem is getting N'Dru outside range 2 of allies but still within range 2 of enemies to use his cluster missiles.

At the same time, even if he ends up not using his ability a Glitterstim/Guidance Chip Cluster Missile is still not easily ignored.

Leeachos & N'Dru should do a fairly creditable job as an alpha strike, especially if Kaa'to can steal a spare focus of Dengar to modify his missile shot - then you can get four hits off any result with less than three blanks in it. Dengar's definitely good, and Unhinged Astromech/Push The Limit is nice provided you don't meet a stress mechanic coming the other way.

Gonk is.....so so. Yes, you can recover shields, but only the ones you've stored away in the opening turns. It's better than nothing for regeneration, but I wonder if an 'attack' crewman might do you better?

With your spare point, and already having an unhinged astromech, you could take a K4 security droid - that gives you a free target lock on a green move - which you're probably doing anyway to clear off stress from push the limit - which means you've got a free action per turn to boost or barrel roll at PS9.

It's a balancing act depending on play style, but I reckon that you'd get more damage avoided by dodging arcs of fire with a boost/barrel roll each turn than you will recover from having the option to use Gonk whenever you have a 'spare' action.


Termagants expended for the Hive Mind: ~2835
 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

I concur with locarno24. I tried to make Gonk work a few times, the problem is you want to use your actions for placement as much as possible. The K4 ends up being a lot more economical, in the end.

I often pair him with a Trandoshan slaver with Tactician, Gunner and Bossk on board. I usually splurge on an Engine Upgrade to bring that massive 180 degrees arc about quickly, and people tend to focus on that ship first. Dengar makes it to the end game. The slaver is a massive pita when it double stresses its opponent.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in gb
Regular Dakkanaut




Thanks guys.

The rationale behind Gonk over K4 is that i noticed when I've played the K4 variant that it's action economy was too efficient causing an excess. Conversely I noticed that Dengar seemed a little fragile. I'll give both a spin and report back with findings.

I don't like teaming Dengar up with a YV666 as it'll get trounced by triple scouts which are (annoyingly) very popular in the UK meta.

This message was edited 1 time. Last update was at 2016/07/20 17:43:43


 
   
Made in ca
Focused Fire Warrior





triple scouts arent as good now that they nerfed the one more popular droid. That's super dengar! My favorite way to run him. I use K4 though.

Try running yours with this instead.
Drea Renthal-Protons, R4 B-11, autoblaster turret, Guidance Chips-31
Cartel Marauder-Concussion Missiles, Guidance Chips

More durable ships=more likely to get off alpha strike. I've run N'dru and another Z. They always die before getting their shots off. ANd these guys you can run as Dengar's wingmen/blockers, unlike N'dru lol.
   
Made in gb
Executing Exarch





I prefer to play the Make you dead first Dengar rather than the arc-dodging grinder version in this list

My current version is;

Predator (works well with his ability)
4-LOM (a sort of semi-repeatable Crack Shot)
R5-P8 (makes Palp Aces cry)
Punishing One
Counter-Measures (not as good as Gstim but is stress free and makes Vader and Oleader grumpy)

"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." 
   
 
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