It looks like Scarface has a new friend. It’s Kavil & Dengar in a Buddy-Cop list on the wrong side of the law!
Every time I think I’m out – they pull me back in! Hey BoLS Readers, AdamHarry back with some more X-Wing shenanigans. Anyhow, that’s exactly how I feel about Scum & Villainy. I try to go clean, I really do. Haven’t touched Glitterstim in DAYS, I swear! But with Wave 8 Out and Dengar’s ship in my hands, the temptation was just too great.
I was putting together a list – and I wanted to play Dengar with all the bells and whistles first before I scaled it back to what was actually needed. Dengar ended up costing me 59 points after it was all said and done. OUCH. That doesn’t leave a ton of points to work with. But I’m no stranger to pricey builds on a single ship. So I went back to my trusty list builder and started poking around.
I really wanted to run my “Attack Dog” Kihraxz Fighter load out:
Kihraxz Fighter – Cartel Marauder 26 points
- Cluster Missiles
- Guidance Chips
I stumbled on this build back when I put together my Scarface Corsair list with Kavil. With Guidance Chips now out, I really like the damage output these guys can bring to the table. I wanted to go cheaper because I originally wanted to roll with Predator but I knew that at 32 points a piece they just wouldn’t fit with Dengar. So I wanted to go with a cheaper “Attack Dog” – but then it hit me. Why go with the pups when I could go with the dog’s master. Why not Bring Kavil instead!?
So I did.
Guess Who’s Back!!
This list is Bad Boys II. This is Lethal Weapon meets Tango & Cash – It’s every single Buddy-cop action movie rolled into one. Only these guys don’t enforce the law…They BREAK it.
Crime & Punishment – 100 points
Dengar – JumpMaster 5000 – 59
- Push the Limit
- Recon Specialist
- Inertial Dampeners
- Punishing One
- Engine Upgrade
Kavil – Y-Wing – 41
- Extra Munitions
- Plasma Torpedoes
- Twin Laser Turret
- Unhinged Astromech
- Veteran Instincts
- Engine Upgrade
Kavil is the Crime part of this list. Are the Plasma Torpedoes Overkill? Yeah, probably! I could put them on Dengar instead but I wanted to have my options open. Kavil has the truly annoying ability to fire-off this TLT while pulling a green 3 all day. Plus he’s in a Y-Wing which, by most standards, is a tough ship. He’s going to have to be able to take the hits and keep on dishing it out. Early on, that one turn when he’s got a shot lined up with Torpedoes, he should take it. The rest of the time he can fly in circles and blast away. With the TLT he should be pretty consistent with the damage output.
Dengar is the Punishment of this list. I’ve talked about Dengar before. But just to recap with this build out:
If you take the Punishing One Title and are range 1, you’ll be kicking out 4 attack dice. Now, if that same target decides to fire at you – you’ll be able to fire back with those same 4 dice! I don’t care what ship you are getting 8 dice thrown at you by 1 ship in a turn is going to cause you to pause for a moment.
And if you really wanted to be mean you can take the R5-P8 Salvaged Astromech to toss out 1 more chance to damage that attacker…you know, just cause.
You shoot him, you get punished. You shoot Kavil, then Dengar has free reign to keep you in his arc and pummel you. So that’s pretty mean. The Recon Specialist is there so that when you get focus, you can actually end up with 2 (you know, incase you need to use a 2nd focus that round for return fire…). The PTL and Engine Upgrade combo is a natural fit with the innate Barrel Roll, too. And to top it off, when you really want to throw a curve-ball at a ship, you can always kick on those Inertial Dampeners and watch the other guy fly right by!
Having two tough ships that have turrets which can plink at you all game can be infuriating for an opponent. You really don’t have to “fly well” to do well with either of these ships. However, if you do know how to work that dial you can really give someone a headache. I typically don’t like running only two ships because it’s really easy to get split-up and shot down. However, both of these ships have the ability to take that initial volley and then wear the targets down. Keep in mind they are BOTH PS 9 and will most likely shoot first vs a swarm. If they can each scratch one TIE the return fire may not be as bad as you think.
Do I think this list will win you a tourney? Unless you’re just that good – probably not! Any builds that can kick out enough damage to kill one of these ships outright will be a major problem. Also Autothruster heavy lists will be a problem – you’re just going to have to toss dice at them and see if you can beat them on the “luck curve” longer. But I think it can cause some headaches for certain lists and I think it’s got a fun theme.
Swarm lists will have an issue with these guys because of the high initial burst damage output, the high PS, the high hit points, and the longer sustained damage. They don’t really care about arc dodgers because they can fire outside their arcs. I think other two-ship builds might find this game a bit tricky as well. Especially with Dengar able to keep a large ship in arc easier – if you’re throwing out two dice at him on an attack, it’s almost better to NOT shoot.
Then again, this is all just paper theory talking – I’m going to give this one a go and see how it turns out! And if you were able to grab a Jumpmaster then I would encourage you to get some games in with it! I will be…Until I can scrounge up two more Jumpmaster 5000 ships and run the triple torpedo boat build… I gotta try it at least ONCE!
What do you think? Any one else have some crazy builds for Dengar or the Jumpmaster 5000? Let us know in the comments below!