Nand Torfs - 2016 X-Wing World Champion
I remember first reading about this squad on the FFG forums. The person who created the list took it to a series of store tournaments, and actually retired it, citing it took little brain power to use and therefore made the game too easy. Very interesting comments, but I sure admire the guy for seeking a challenge.
Lone wolf ensures that you'll be re-rolling a red/green blank, provided Manaroo is not near him and, if flown correctly, he certainly will not be. All Dengar is searching for is hit/evade/focus results, which are very easy to depend on seeing as Manaroo will be assigning his focus tokens to Dengar. Of course, when he spends this token for attacking or defending, the Overclocked R4 unit can then kick in to gain another focus token at the expense of a stress token.
Combine that with Zuckuss, who forces opponents to re-roll evade results, and you have incredibly reliable damage output. Counter-Measures allows Dengar to fly right up in the thick of battle right away, shrugging off the majority of the damage whilst getting to work. Glitterstim is always of straightforward value.
Push the Limit is always going to be a fantastic choice for the Jumpmaster 5000. It has a fairly flexible variety of green manoeuvres on its dial, and with an Engine Upgrade combined with a barrel roll, the large ship's movement capability is dramatically increased. Of course with Gonk on board in the early turns, Manaroo can stack up shield tokens, preparing for the storm. The main reason for Push the Limit is that her pilot ability increases Dengar's survivability. Stacking on a focus and target lock each turn, and then transferring them to Dengar at the start of the combat phase, ensures Dengar will be hitting with the greatest chances of destruction ever - but it keeps getting better.
With Seismic Torpedo equipped, Manaroo will be staying out of range 1-2 of Dengar to ensure Lone Wolf stays active. This is somewhat of a deterrent if an enemy is going to try and swarm Manaroo. At least they'll be possibly taking splash damage on the way in. With her highly manoeuvrable Jumpmaster, there aren't many places where you can't set up a good shot against obstacles with enemy ships on the other side.
Feedback array is the unsung hero of the Dengaroo list. If an arc dodging ace zeroes in for Manaroo, this card guarantees they'll pay for it. But don't forget the astromech, R5-P8. When said enemy ace opens fire, once again there is a chance they'll be paying for it. After taking damage, chances are Manaroo can use Gonk next turn to regain a shield token. Not bad at all.
It's easy to see why Dengaroo dominates the metas, particularly at an event like Worlds. With superior movement and no immediate options for the opponent the capitalise on, it can really stack up the odds in its own favor.
How would you face off against this list, and what do you see as its greatest strengths and weaknesses?
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