Wednesday 23 March 2016

EPISODE EIGHT - DOUBLE TAP DENGAR

Hi everyone. With wave 8 released, there  are plenty of new shiny builds or the scum faction. Today we look at a build focused around Dengar and the Jumpmaster 5000. Hear's the list.



Dengar
When I first saw the Jumpmaster, I really wasn't overwhelmed with ideas for bad ass builds. 12 points for a title! And with its asymmetrical dial  feared that this ship was going to be a gimmick that you would buy for the upgrade cards alone. I'm glad to say that I was wrong. The 12 point title is still expensive, but when you consider how cheap the base cost of the jumpmaster, this price is justifiable. The price for the title is comparable to the outrider title and the cannon you need to take along side it. The build i'm using for Dengar in this list comes to 53 points, which again is very similar to most Dash Rendar builds. The Strength of the Jumpmaster seems to be in its upgrade slots. Most notably the Astromech. Every ship in this build has an R4 Agromech. Previously  had only seen the Agromech as a tool to use with blaster turrets. It is more powerful than i could possibly have imagined. The Agromech allows you to gain a target lock when you spend a focus. Now at face value this doesn't seem great. Until it dawned on me that the target lock can be used immediately.  So i attack roll 2 blanks and an eye. crappy roll. i spend my focus to make the eye into 1 hit. i then get a target lock and can instantly re-roll the other 2 dice. This gives Dengars shots incredible accuracy. As a side note.

You can spend a focus token even if there are no eye results to modify. If you wiff and roll all blanks, spend that focus, get a target lock and try again. Its true that on the Re-rolls you normally wont have focus to modify the attack but its still a 50% chance to turn a miss into a hit or crit each time. And this bring me on to the Recon Specialist. Recon Specialist has several roles in this build. With two focus dengar has the following option. 1. Use the focus to activate the Agromech on both of his attacks. 2. if not under attack. use the first token to activate the Agromech and the second to modify those dice results and regain a target lock for next turn. 3 have two focus for defense. This can allow Dengar to choose to b evasive or aggressive each combat phase. The final upgrade i took was Push the Limit. An odd choice as with the Agromech i essentially already have focus and a target lock. Ptl will allow me to barrel roll and get whoever i want to double tap into ark and then focus with the recon specialist. All said this Dengar build can dish out a ton of reliable damage.




Dorsal WingI know i'v been on a bit of a Y-wing binge recently but they have really impressed me in my previous games. Now with Wave 8 out, I wanted to take a look at one card in particular. The Dorsal Turret. Dorsal Turret comes in the Ghost and is a 2 attack turret at range 1-2. however it becomes 3 attack at range 1 like a primary weapon. On a Y-wing with Btl-a4 the dorsal turret basically becomes. At range 1-2 attack twice. Combine this with the Agromech and you have one scary jouster. The Y-wing zooms into range 1, Focuses and gets ready to engage. You fire your primary weapon of 3 attack dice.You use the Agromech to modify your dice and to gain a target lock. Then you fire the dorsal turret. 3 more attack dice, now with a target lock and your opponent has likely already spent its tokens. Against agility 1-2 ships the Dorsal Y-wings are going to be a real threat. And if my opponent is shooting at the Y-wings there not shooting at Dengar.





SYNERGY
The intention of this list is to get up into the enemy's face and have a good old fashioned joust. Each of my ships can attack twice a turn when facing an enemy head on and have enough bulk to take the receiving fire. Then you 4-K turn and repeat. The Y-wings will fly together as a unit with Dengar on the left flank. The ships in this list have a surprisingly similar dial with the exception of the jumpmasters sloops. Dengar's asymmetrical dial isn't much of an issue as he will be going forwards most of the time to relieve stress and then he has a 4-K turn to stay with the Y-wings. This list may struggle against high agility ark dodgers but with Dengars pilot skill 9 and 360 primary weapon, I can keep pouring hits into them and just wait for those bad evade rolls. Im interested in seeing how this list fares and more interested in seeing Dengar do his thing.

Next week is the final week of the league and sadly, I may be unable to attend. Even if i'm unable to post a list and a batrep next week, I will be giving a review of the wave 8 releases for scum and looking at some fun ways the new toys can be used. My commissions page is in the sidebar for those interested. Thanks for reading, until next time.

Goodbye and Fly Casual.











1 comment:

  1. Nice list, I'm playing a similar Dengar build tonight but with Zuckuss in tow. Can't wait to see how your list performs.

    Fly Casual :)

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