Board Thread:General Discussion/@comment-27666888-20170109125804/@comment-454133-20170117222835

Dengar or Manaroo's 9 health and 2 agility is quite durable. If a jumpmaster never spends a focus on defense, you can expect an average of 1.75 to 3 damage with your ghost's primary weapon per turn (depending on range and having a focus token), and .75 to 1.25 with chewie (see Dice for the chart where I'm grabbing these numbers; hopefully I'm getting it right). If you can pull off around 3.25 average damage per round that way, then you're looking at an expected average of 3 rounds of focus fire to kill him. Longer if the target spends focus tokens defending, and Manaroo will likely be providing an extra focus token to Dengar or herself for just that purpose.

You'll really want to hit them at range 1 with a focus token when you can, so you get 5 dice and 2 free damage at the end of combat with the ghost, and 4 attack dice with Chewie. Optimistically, that would give you ~4.25 average damage per round if you both have focus tokens, plus the 2 free autoblaster hits, hopefully finishing Dengar in 1 to 2 rounds.

But it won't always work out that way; dengar and manaroo don't have to play by expectations, and may decide their best bet is to keep you out of range 1 or always flank your sides, or simply ram your ghost to deny shots and focus down chewie. And keep in mind that Manaroo might play blocker against Chewie if he doesn't have adaptability to reduce him to 4, or if she has initiative.

You can see why 3 U-Boats are such a problem. Lots of damage soaking, and lots of torpedoes. And they used to have Deadeye. D: