Disintegrations Boba

By TIE Pilot, in X-Wing

So, the "word of the meta" on the new Boba Fett seems to be "don't, use Kath." And if I were planning on going to Worlds or something then yes, I might listen to that and file Boba Fett in the empty space Maarek used to fill in the Fel's Wrath and Co box.

Thing is, there's a slight problem.

This is Boba m********king Fett.

And when your card art looks like this, it's just not right for you to be anything less than sheer awesome.

Y9lsQg5.jpg

So what loadout can we make to pull the best out of Scum and Villainy's Boba Fett?

SoT with outlaw doesn't seem bad

imo, it's just a matter of outlook and expectations. Boba's ability is fine, but the wording and his PS clash a little with available upgrades.

Boba's biggest problem is that he seems slightly redundant with the K4, easily scum's coolest crew card, despite it triggering at ranges 2-3 while his ability does not. K4 is amazing on firesprays because it lets you take mobility actions (such as boost ala engine or roll alal handling) while sacrificing very little for offense. But because of Boba's rerolls, getting focus on him becomes that much more important which skyrockets the priority of getting recon on him.

The second biggest problem is that we really want to get him working with V.I because he's one of two scum pilots that can hit PS 10 (the other is seri), which makes PTL slightly less attractive,

Kath has none of these considerations and can trololo merrily with an awesome PTL build or expert handling + K4 (which is oodles of fun, btw)

Just going super boba (PTL, EU, Recon) should make everyone's favorite bounty hunter more than effective. Despite not being quite as dangerous as "dat ass" Kath w/K4, his defensive re-rolls make him a lot more stable. If we had a way to get focus onto him without using an action, similarly to how K4 grants action-less target-locks, he'd be much more popular.

If I was going to use that image as inspiration, I would load out Scum Fett like so;

Fett - 59 Points of in your face destruction

- Lone Wolf

- K4 Security Droid

- Slave 1

- Advanced Proton Torpedoes

- Cluster Missiles

- Proton Bomb

Slightly more reasonably

Fett's biggest strength is his PS, not his pilot ability. Big ships shouldn't be getting in close unless they can arc-dodge.

Fett

- VI

- Engine Upgrade

- Greedo

- HLC

I like Greedo on the Firespray. It's a way to sneak crit effects in but using normal hits. PS10 bid is really the only reason you take Fett over Kath. Engine Upgrade because it's badass on a big ship.

Engine Upgrade seems like an obvious choice, and I'm a huge fan of the Inertial Dampeners. Recon Specialist seems like a good choice for crew, since most of the other interesting options involve rerolling and we already do that. For EPTs, I'm not as sure. Stay On Target and Expert Handling give a lot of extra mobility to get into position for maximum rerolls, Outmaneuver could add some teeth. Opportunist might be useful.

Really, Boba works just fine if you throw him face first at the enemy. I don't think a particular build is necessary for him to be good, just good positioning. Once he has two enemy ships in range 1 he's already realizing a lot of his potential.

you have to be careful with his ability

it's awesome when you're in range 1 and getting bonuses while the enemy can't shoot you, not so much when you're eating range 1 shots

I run him with guri in a mean 2 ship build that looks really bad on paper but smashes everything irl. Sometimes i use kath instead and i havent figured out whats stronger.

Boba, PTL, EU, hotshot, rec spec and two bombs or an apt and the appropriate title.

Guri, lonewolf, apt, adv sensors, hotshot, autothrusters

The kath loadout is:

Kath, pred, recon spec, hlc, EU, hotshot and some bombs.

Same guri but no apt.

Boba's ability is so bad.

Consider Boba. He rerolls at least one die if you get in close for the knife fighting.

That should take care of your immediate need for target locks and you don't even have to telegraph your intentions. For close fighting purposes, Boba has a lock on everyone.

Because we want him close, let's not bother with cannons, let's just not. Let's spend the points on an Engine Upgrade instead, to get him into range.

Then we have, for me, in this instance, two EPT's and two Crewmembers available, both paired to one of the others.

Try Stay on Target with Outlaw Tech. When used you focus, but you forego your EU or other action.

Or try Daredevil with K4. Makes you slightly more predictable on the next turn but there's the Engine Upgrade to offset that. Or Daredevil again.

Daredevil K4 has my preference.

1 more point for the Inertial Dampeners for an even 50.

Add two Thugs with ICT's and Unhingeds or Blaster Turrets and R4's for corralling and hounding.

Still 2 points left over for a Flechette Cannon if you're so inclined.

The Boba loadout I will try next is this:

Boba Fett+Lone Wolf+Recon Specialist+Inertial Dampeners+Engine Upgrade

I play on pairing him with IG-88 and fly them both independanlty, so I should be able to use Lone Wolf often, except in the knife fights where his natural ability will trigger.

I am considering switching the Rec Spec for a Gunner.

Edited by Red Castle

39 Boba Fett

1 veteran instincts

2 tactician

4 engine

5 autoblaster

51 pts.

You read that right; Boba rocks the auto blaster.

a friend of mine has had consistent success at the tournament level with a boba/ ig-88 build he calls "bounty bros"

he's got PTL, EU, Recspec, and deadman switch.

the thought being, boba wants to be in your grill and thats inherently disadvantageous, so have a parting gift. meanwhile, iggy B snipes from outside the fray, and the blast radius. its a super fun, surprisingly competetive list in this "anything goes" era we're flying in.

Edited by nikk whyte

Fett's biggest strength is his PS, not his pilot ability. Big ships shouldn't be getting in close unless they can arc-dodge.

This.

Scum Fett is akin to Rexlar Brath in this assessment. His pilot ability is nice when the opportunity presents itself to use it, but you're taking him because his ship is an excellent weapons platform and you want the highest-skill pilot available.

Basing a build around such a situational ability is a mistake, I think. Load him up how you like, and if you get to use the R1 bonus once or twice in a game, that's just gravy.

Edited by LaserBrain

http://xwing-builder.co.uk/view/212425/autoblaster-mk2

The Autoblaster Boba/IG-88B list developed by Sable Gryphon here earned me some top 4 tokens in my store championship. After defeating dual Phantom and Dash/Farlander in practice games, barely losing any shields each time, I felt good with the list. The three tournament games I flew clean I had 100-0 wins, and Boba was able to delete ships from the table repeatedly. The matchups in these wins were Chewie/Biggs/Kyle, then Rexler with a pair of Royal Guards, and finally Soontir/Jax/Whisper (PTL/Autothrusters on the squints, VI/ACD only on Whisper). Boba was effective in all these situations, and deleted ships that often would have been difficult to deal with at range. When unable to kill someone outright, Boba went defensive with action use and tried to tag ships at range 2 for some stress via Tactician, setting up kill shots the following turn (worked great on Whisper and Soontir especially).

Then I ran into this dual Aggressor list, which I actually wrote about on my blog here before S&V came out. Defeated by my own list, lol :D That game was fairly close, as I had one of the enemy 88's down to 2 hull and some decent damage on the other as well, but I made some stupid errors early (unnecessary bump with Boba on a maneuver that I used correctly in every other game that day, followed by forgetting to use my advanced sensors to boost before doing a K-turn with IG-88... a simple S-loop would have been even better). If I played slightly better it could have led to a 1v1 endgame, instead of a 2v1 against my IG-88. Fatigue from attending poker night and the resulting pilot error let me down there more than the list did.

In the first elimination round I ran into another dual IG-88 list. I was feeling pretty deflated after my previous matchup, and despite having the bye on the line I wasn't feeling it. Probably the sloppiest game of X-wing I've played in ages, and against a sharp player who I usually end up facing in the final match of a tournament.

Against small ships, one of your best moves with Autoblaster Boba is to ram the lead ship and hammer one in behind. You can often kill it with the help of IG-88, resulting in no shots back at Boba. He's far more squishy than an Aggressor with Autothrusters, so you do have to manage the incoming firepower. A well-timed K-turn is also money. The only thing is that turrets take bites out of Boba fairly easily. If you can let IG-88 soften them up a bit first, while largely ignoring their damage output, then Boba can swoop in and help seal the deal afterwards.

39 Boba Fett

1 veteran instincts

2 tactician

4 engine

5 autoblaster

51 pts.

You read that right; Boba rocks the auto blaster.

I ran into that plus inertial dampeners first round at a store championship over the weekend. Ouch.

The key is that it can punish both r1 and r2 enemies, and with boost you can often decide which of the two you prefer. If you're using the autoblaster, you're getting at least one reroll, and that's going to be 1.9 to 2.6 average damage, depending on if you have a focus.

"Phantoms hate this guy!" etc.

39 Boba Fett

1 veteran instincts

2 tactician

4 engine

5 autoblaster

51 pts.

You read that right; Boba rocks the auto blaster.

I ran into that plus inertial dampeners first round at a store championship over the weekend. Ouch.

The key is that it can punish both r1 and r2 enemies, and with boost you can often decide which of the two you prefer. If you're using the autoblaster, you're getting at least one reroll, and that's going to be 1.9 to 2.6 average damage, depending on if you have a focus.

"Phantoms hate this guy!" etc.

Make sure his tag-team partner(s) can deal with IG-88s and the low agility turrets though, since Boba isn't optimized for those matchups at all. He can help finish off Fat Han who has been stripped of shields, but he doesn't want to trade with the heavy hitters who don't go down quickly. IG-88 with autothrusters can do that.

Edited by Immaterium Press

So, the "word of the meta" on the new Boba Fett seems to be "don't, use Kath."

It is?

Boba's ability is so bad.

It is?

:huh:

I'll admit I was running Boba + Kath (not instead of), but those two brought home my store championship for me, and my opponents were terrified all the live-long day. Maybe it was that my local meta's different, maybe it was that they hadn't worked against Scum stuff yet, I dunno, but...it was pretty awesome, and Boba was right in the thick of it, where even if he wasn't getting rerolls, the fear of him getting rerolls had my opponents scattering their ships to try and get away, creating a sort of no-fly zone and throwing a monkeywrench into their plans.

It worked like a charm for me, and he was an utter beast with an Advanced Proton Torpedo, to boot.

I really like the look of that auto-blaster Boba and haven't considered pairing it with tactician

I might give it a try, but not with IG-88b. After WAve 5, 2 ship builds can all go to hell as far as I'm concerned

Time to bust out more Mangler Scyks :D

Edited by ficklegreendice

How does Flight Instructor work with his ability?

If he rolls 1 focus and 2 blanks. He rolls Flight instructor and gets another blank, can he boba roll all 3, if there are 3 enemies in range 1 of him.?

I think Boba is a bulldog who is great at distracting and scattering enemies. I think pairing him up with some sniper scyks (with hlc) who just float in the back range bands and plow the ships that peel away to avoid Boba could be incredibly nasty.

How does Flight Instructor work with his ability?

If he rolls 1 focus and 2 blanks. He rolls Flight instructor and gets another blank, can he boba roll all 3, if there are 3 enemies in range 1 of him.?

You can only ever reroll any single die once per round of combat, without exception.

I faced this boba with my z-swarm recently, 61 pts

Boba, VI, Autoblaster, Recon-spec, Feedback Array, Engine Upgrade, Andrasta, 2 Seismic

The rests were Syck's

This guy is pretty nasty and different to play against. He moved last, and would boost into range, skirting the edges of the battlefield, and sniping a few ships every turn using the re-rolls when he needed them and ensure they were on his terms. Dropping bombs to stop my k-turns and blocks of maneuvers. He flew right into my swarm which I had to break up, since he charged them, and got me with Feedback Array.

Overall, Nasty boba but alot of points. He did beat me, but I had him down too 2 hull left, when he killed my last Z.

Edited by eagletsi111

How does Flight Instructor work with his ability?

If he rolls 1 focus and 2 blanks. He rolls Flight instructor and gets another blank, can he boba roll all 3, if there are 3 enemies in range 1 of him.?

You can only ever reroll any single die once per round of combat, without exception.

Thanks,

I Suggest

Boba Fett + Inertial Dampeners + Expert Handling

that's it - maybe K-4 security droid or a recon spec, but... Boba really just needs some kind of repositioning, engine is another way to do it, but with his cost, and ability - he strikes me as a ship designed to not need many upgrades

I Suggest

Boba Fett + Inertial Dampeners + Expert Handling

that's it - maybe K-4 security droid or a recon spec, but... Boba really just needs some kind of repositioning, engine is another way to do it, but with his cost, and ability - he strikes me as a ship designed to not need many upgrades

Ex Hand is one of the best upgrades in the game, works well with Boba and Kath's abilities, but is also great on any non-C IG-88.

And, of course, every other ship in the game without a native barrel-roll.

I've found Expert Handling is tough to rely on with a big ship. Battlefield gets cluttered pretty quickly.