Scum Boba needs....?

By Urrgok, in X-Wing

He just seems made for Rec.Spec. to me - 4 red dice with rerolls is a lot of focus symbols, so obviously you always want a focus token, and two green dice with rerolls is a fair number too, so it's prefect, no?

I've never really got the point of gunner. 4 red dice, with rerolls and focus; you're rarely going to miss completely with that.

Outlaw Tech though, I could be tempted by that.

Outlaw Tech though, I could be tempted by that.

Ah, actually, ignore that. I was thinking it triggered whenever you took a stress (so combining it with Push the Limit, Expert Handling, Experimental Interface, etc), but no, it's specifically red manouvres, which is singularly ill-suited to the Fireprsay.

How about Recon Specialist, Marksmanship and Experimental Interface? OK, it stresses you, but that gives you two focus tokens for defence (which are awesome due to your rerolls) and a super-focus for attack, which is even awesomer?

Firesprays can't take Autothrusters.

.

They can with Engine Upgrade

Firesprays can't take Autothrusters.

.

They can with Engine Upgrade

In their second modification slot?

Okay then, how about this list:

Fett + VI + proton bomb + inertia dampeners

Guri + advanced proton tops

Cartel spacer + hvy. Scyk + flechette cannon

Again, not expecting to face swarms.

Lovin' all the replies, thanks. What would you pair him with?

For now, I'm pairing him with IG so I can finally have a Bounty Hunter team; I've been waiting since wave 2 to pair Boba with a fellow bounty hunter! Now that I can, I'm playing them both together until it is completely out of my system. I'll continue to experiment with the scums afterwards. They actually make a very good duo.

Firesprays can't take Autothrusters.

.

They can with Engine Upgrade

In their second modification slot?

Of course didn't you know they can take the royal guard title?

Firesprays can't take Autothrusters.

.

They can with Engine Upgrade

In their second modification slot?

Of course didn't you know they can take the royal guard title?

Man, as if I didn't love Firesprays enough, imagine!

Okay then, how about this list:

Fett + VI + proton bomb + inertia dampeners

Guri + advanced proton tops

Cartel spacer + hvy. Scyk + flechette cannon

Again, not expecting to face swarms.

why would anyone ever APT on Guri before Predator and Auto-thrusters :(

As for Boba, his biggest problem in scum is that we have a crew for action-less target-locks but no crew for action-less focus (christ, I flipped when I first read Outlaw tech and thought it turned your hwks and sprays into Soontir) which doesn't make the best use of his ability and V.I.

which is why I want to try Boba (PTL, Recon, EU) [49] especially now that the phantom errata makes the ps war less essential

but if you want V.I, you're going to have to find a way to make that lump of points for action efficient, which means you're basically stuck with the K4 if you plan to use engine.

...the "Slave One" Firespray title.

Am I the only one who thinks Marksmanship, Rec. Spec. plus Experimental Interface sounds amazing?!!? What's not awesome about it?

He just seems made for Rec.Spec. to me - 4 red dice with rerolls is a lot of focus symbols, so obviously you always want a focus token, and two green dice with rerolls is a fair number too, so it's prefect, no?

I've never really got the point of gunner. 4 red dice, with rerolls and focus; you're rarely going to miss completely with that.

There are some reasons I've come to prefer gunner on a firespray, I touched on them a bit in the above post but I'll go further. One of the things that I've found with firesprays is they are easily blocked and very vulnerable when they are. Boba less so, since that means he's getting a reroll, but it's a reason I wouldn't take recspec on him, even though it is a favorite upgrade of mine on generic Firesprays. I actually think Boba is less suited for it because you kind of want him in R1 which may often mean he's in danger of getting blocked.

Also, on named Firesprays, I take EU, so I don't like having too many action dependent cards on one ship, putting me in a position to choose one over the other.

Finally, another reason I've gone with gunner is that more AG 3 ships are being played (IG 88, Interceptors, and --to a lesser degree--Sycks and Starvipers). I actually had a lot of trouble using Kath agains IG 88s until I switched to gunner, even with the four dice from the rear as they tended to token up and regularly avoid 3 hits.

Am I the only one who thinks Marksmanship, Rec. Spec. plus Experimental Interface sounds amazing?!!? What's not awesome about it?

marksmanship and experimental interface :P

limiting yourself to greens without the ability to boost is no bueno, though the rear arc makes up for it sometimes

He just seems made for Rec.Spec. to me - 4 red dice with rerolls is a lot of focus symbols, so obviously you always want a focus token, and two green dice with rerolls is a fair number too, so it's prefect, no?

I've never really got the point of gunner. 4 red dice, with rerolls and focus; you're rarely going to miss completely with that.

There are some reasons I've come to prefer gunner on a firespray, I touched on them a bit in the above post but I'll go further. One of the things that I've found with firesprays is they are easily blocked and very vulnerable when they are. Boba less so, since that means he's getting a reroll, but it's a reason I wouldn't take recspec on him, even though it is a favorite upgrade of mine on generic Firesprays. I actually think Boba is less suited for it because you kind of want him in R1 which may often mean he's in danger of getting blocked.

Also, on named Firesprays, I take EU, so I don't like having too many action dependent cards on one ship, putting me in a position to choose one over the other.

Finally, another reason I've gone with gunner is that more AG 3 ships are being played (IG 88, Interceptors, and --to a lesser degree--Sycks and Starvipers). I actually had a lot of trouble using Kath agains IG 88s until I switched to gunner, even with the four dice from the rear as they tended to token up and regularly avoid 3 hits.

Good point, R1 does make for some easy-ish blocking I suppose, although not so much if you're pointing right at them. Further more, if people try to block you that means they're trying to get in close, which they don't want to do with Boba (cos what happens to the ones who don't successfully block you?). You could throw in Anti-Persuit Lasers to really put people off staying close to you.

Am I the only one who thinks Marksmanship, Rec. Spec. plus Experimental Interface sounds amazing?!!? What's not awesome about it?

marksmanship and experimental interface :P

limiting yourself to greens without the ability to boost is no bueno, though the rear arc makes up for it sometimes

You're not limiting yourself to greens - you don't have to use both actions, you've just got the options quite often. I find that with a Firespray once you've gotten into the right position you often want to move slowly for a few turns anyway - it either keeps your opponents in close range, or they run away and can't shoot you (or they get round the side and you can't shoot them (good chance they can't shoot you either though), but unless you take VI there's not much you can do about that anyway, and I'm not inclined to spend my EPT and my Modification just on countering that one scenario).

I'm somewhat going off Engine Upgrade on large ships. I used to use it a lot, but I find there often aren't many spaces for you to boost into (same problem I have with Imperial Boba's ability and Stay on Target, there just aren't that many times you have the choice). Plus, given that without it you can turtle up behind 2 defensive focus tokens, arc dodging isn't that important.

Edited by mazz0

boost isn't really for dodging (what are we? turrets!?) unless you have someone chasing you and can fire out your butt at them after banking out of arc. Generally, I've used it to course correct and to draw arcs on ships that I otherwise wouldn't be able to hit due to facing.

boost isn't really for dodging (what are we? turrets!?) unless you have someone chasing you and can fire out your butt at them after banking out of arc. Generally, I've used it to course correct and to draw arcs on ships that I otherwise wouldn't be able to hit due to facing.

Well, maybe if PS becomes less of a concern following The Phantom Nerf I'll see the appeal more, but I don't think it's worth using your modification and EPT.

boost isn't really for dodging (what are we? turrets!?) unless you have someone chasing you and can fire out your butt at them after banking out of arc. Generally, I've used it to course correct and to draw arcs on ships that I otherwise wouldn't be able to hit due to facing.

Well, maybe if PS becomes less of a concern following The Phantom Nerf I'll see the appeal more, but I don't think it's worth using your modification and EPT.

modification stays engine, crew stays recon, EPT becomes PTL :D

at least, that's what I want to try. I think I prefer super kath's K4 and butt-arc, but a re-rolling focused Boba does seem like a difficult nut to crack

Am I the only one who thinks Marksmanship, Rec. Spec. plus Experimental Interface sounds amazing?!!? What's not awesome about it?

The lack of Engine Upgrades, to me. You give yourself a really offensively potent ship with huuuuuge blind spots that are tough to mitigate (especially while sticking to green maneuvers to bleed stress).

It seems like K4 is redundant. If you want to get to R1 with Boba, why give him K4 when his natural ability does the same thing? I would think Gunner is the better option, especially as it works with his built in ability.

It seems like K4 is redundant. If you want to get to R1 with Boba, why give him K4 when his natural ability does the same thing? I would think Gunner is the better option, especially as it works with his built in ability.

you won't always be in range 1 and you don't always want to get into range 1

Boba's flying a firespray, not a Tie Interceptor or something, which often means being in range 1 is equivalent to getting shot at with +1 red die. Obviously, this isn't always ideal. You can engineer situations where you're in range one and not getting shot at (overshooting the enemy to fling butt-arc shots at them, for example) but it is by no means a garantee.

The K4 covers the range 1-2 engagements and does not overlap Boba's defensive re-rolls.

I'd much rather have recon, but the lack of post-maneuver movement and only one action if you're rolling V.I gives K4 license to cover your lack of dice modifications

Edited by ficklegreendice

Yes, but Gunner is also a chance to roll the dice again. Which allows for greater averages or improvements. Not exactly the same as TL, but not bad. It also works at all ranges, too, but doesn't require an action. It also works very well with the native ability as opposed to when the native ability doesn't work.

I really like Expert Handling on Boba. It can get him into and out of a lot of shots. I actually prefer it to EU. I like to Give him Expert handling and Greedo It keeps him cheaper, but I boost his defense with stealth device and a body guard ship, usually the second best Z pilot, I can never remember his name. He gets rather hard to kill at 4 defense and rerolls. If they go for the body guard they are giving Boba free rein to destroy them. Throw in a miniswarm of Z's and it gets pretty nasty.

All he asks is a tall ship, and a star to steer her by.

But if you can afford Veteran Instincts + K4 Security Droid + Engine Upgrade, that would be super too.

Now THAT'S slaying the Jabberwock in style.