So this list is just a theory in my head until I can try it but,
Boba Fett (48)
Push the Limit
Recon Specialist
Seismic Charge
Inertial Dampeners
Engine Upgrade
Slave 1 title
Black Sun Soldier (17)
Hot shot Blaster
Munitions Failsafe
Black Sun Soldier (17)
Hot shot Blaster
Munitions Failsafe
Black Sun Soldier (17)
Hot shot Blaster
Munitions Failsafe
Total: (100)
So Strategic talk.
Boba Fett is obviously the bulk of the list. His ability combined with engine upgrade is key, let's him get into range 1 quicker. Push the limit is there if I need it, but I probably will think of something else for him because my plan is to not really use it unless I have to. Recon Specialist is there to give him a offensive and defensive focus to help turn the Eyeballs I get from re-rolls into hits and evades. Seismic is there to make people think twice about following Boba behind him. Inertial Dampeners Seems like it will be really viable although have not got to play with it yet so I will have to see.
Boba Fett really just needs to get range 1, however making sure you only have a couple ship in range one and no more is really important because you don't really need 6 re-rolls on 2 evades or 4 attack. Plus you just end up with a bunch of unnecessary ships firing at you, eventually they will start damaging you and eating your focus tokens like crazy.
Boba Has 3 Black Sun Soldiers Flying with him as support. Similar to what we saw Paul run at worlds last year but they have much more of a threatening presence on the field and should not be ignored. Giving them the Hot Shot blaster helps give the an edge when jousting. Not only does this let you attack them without K-turning, you can just break the joust and head in a different direction. That's where Munitions Failsafde comes into play, I assume Hot shot Blasters is considered a secondary weapon so It will combo well with Munitions Fail safe. What this means is even if you fail you don't really need to worry about K-turning to keep your joust on, instead just fly in a different direction while they K-turn and keep firing at them while they remove their stress. Another bonus I see in this would be against ships with auto thrusters. Now this gives them a hard choice to either take damage to remove it permanently or evade it and let them have another shot. Also wanted to point out that these make good makeshift turret ships.
That's about it, Any thoughts or suggestions?