Scum Boba and APL's

By Radzap, in X-Wing

I haven't gotten my Scum stuff yet, but just musing on how to get the most mileage out of Scummer Boba, I'm thinking Anti Pursuit Lasers might be a decent buy on him since he's aiming to be right in the middle of everything.

Has anyone used this already? Or does this just sound like a total waste of points?

That can work. intimidation can also work if you think you are going to get stuck in a fuball all the time. The only thing is you will need other ships to attack the ships you are touching.

APL only work if you get overlapped. Not if you overlap anything. Boba has high PS. He is likely to move last. In order for APL to trigger, someone needs to execute a maneuver which causes overlap with the starting position of Boba Fett.

APL are for low-PS ships.

Good point Dvor. I'll start thinking more along the lines of Marinealver's idea of taking Intimidation.

I keep thinking about Countermeasures and Proton Rockets. The Countermeasures give you a bit of extra defense on the turn you wade in, and bump your Protons to 5 attack. It's probably only worth it against a swarm, but I can't get Countermeasures out of my head for some reason.

If your gonna knife fight I'd consider recon specialist, you'll have to maximize defence so more focus would certainly work with countermeasures.

APL only work if you get overlapped. Not if you overlap anything. Boba has high PS. He is likely to move last. In order for APL to trigger, someone needs to execute a maneuver which causes overlap with the starting position of Boba Fett.

APL are for low-PS ships.

In the world we live in ps8 might be moving first

I'd try tactical Jammer before I tried APL. Protect the ships that are behind him.

Dead mans switch. Seems pretty self explainitory.

Dead mans switch. Seems pretty self explainitory.

OR Tac Jammer AND Dead Man's Switch.

I'm still not convinced about his ability.

It's better than his imperial variation, but range one of multiple ships would be a bad idea.

Even though he gets to reroll his green dice, I put very little faith in them.

If two or three ships are in range one, it'll still hurt imo

I think lone wolf be best on him with recon specialist.

Apl never worked well with me.

Too many times I've seen blanks or focus rolled

Maybe stealth device lone wolf and recon specialist.

The more green dice to reroll the better

I'm still not convinced about his ability.

It's better than his imperial variation, but range one of multiple ships would be a bad idea.

Even though he gets to reroll his green dice, I put very little faith in them.

If two or three ships are in range one, it'll still hurt imo

I think lone wolf be best on him with recon specialist.

Apl never worked well with me.

Too many times I've seen blanks or focus rolled

Maybe stealth device lone wolf and recon specialist.

The more green dice to reroll the better

Give him a engine upgrade to move around the enemy, not straight at them, so they can't all always shoot him. Also, you're right, he is destined to be destroyed. So, you prepare for that. Give him a Dead Man's Switch so he damages those who kill him, OR, give him inertial dampeners so he can stop in front of a formation and they bump him. Additionally, he should be escorted by no fewer than three ships. He is NOT a candidate for a dual Firespray list like Kath or the Mandalorians. Four Zs is a good idea.

Edited by Engine25

Stealth Device? Maximize those range 1 defensive rerolls.

I'm still not convinced about his ability.

It's better than his imperial variation, but range one of multiple ships would be a bad idea.

Even though he gets to reroll his green dice, I put very little faith in them.

If two or three ships are in range one, it'll still hurt imo

I think lone wolf be best on him with recon specialist.

Apl never worked well with me.

Too many times I've seen blanks or focus rolled

Maybe stealth device lone wolf and recon specialist.

The more green dice to reroll the better

Give him a engine upgrade to move around the enemy, not straight at them, so they can't all always shoot him. Also, you're right, he is destined to be destroyed. So, you prepare for that. Give him a Dead Man's Switch so he damages those who kill him, OR, give him inertial dampeners so he can stop in front of a formation and they bump him. Additionally, he should be escorted by no fewer than three ships. He is NOT a candidate for a dual Firespray list like Kath or the Mandalorians. Four Zs is a good idea.

He should not be in a position to get destroyed.

Dead man switch only does 1 dmg. For a ship costing 39 plus to deal one dmg to another ship at range 1 seems like a waste

Dead Man's Switch you want on cheap ships

Fett you want to keep alive

I like his ability for the reason that ships do get in range 1 so when they do he gains a benifit from it

But it's not a position I'd try to put him in

I Kmow I mentioned stealth device but chances are good it'll be blown off before he gets into range one.

Hull or shield upgrade

Along with lone wolf

Kath and boba do work well together if fitted properly

I'd pack a bomb for one thing, but I agree that I would not charge him into a furball. I think you hang out near the edges of the conflict, then boost in to range 1 of you target and blast him. If you end up in the thick of it, that's what the bomb is for.