Boss[k] Hogg

By Rhoaran, in X-Wing Squad Lists

I know it's early to get too serious about wave 7 lists but I think I have a decent idea from the spoiled info.

Bossk

Predator

Mangler cannon

3x tactician

Engine Upgrade

2x Thugs with ICT, BTL-A4, & unhinged astromech.

This gives you 28 hit points, lots of offense, and powerful control elements.

The YV-666 has 180 arc that pairs nicely with tactician. If you get range 2 shot with Bossk, target gets 3 stress. The ions complete the lock down. Engine helps mitigate the surely ungraceful dial of the space 'whale'.

It is unfortunate that I cantell squeeze in the title but that's not the list is about. Inertial dampeners is a must but I have to eek out a point.

I'm sure this list will get amended with later reveals, but it seems suitably scummy and viable enough to open discussion. Plus I had to stake claim to the list name.

Thoughts?

Edited by Rhoaran

I don't think Tactician is going to work with the new 'arc.' Time will tell.

I don't think Tactician is going to work with the new 'arc.' Time will tell.

Why not? They work fine with the auxillary on the Firesprays.

We have a third type of arc now, which is going to require another rules insert, and thus another definition. It may not be defined in the same terms as the the auxiliary arc, and may not work the same way. Think about how careful they've been to limit card interactions with the turreted ships, and then decide if just this sort of thing might have been considered too much.

Edited by WonderWAAAGH

We have a third type of arc now...

Not necessarily. In fact, I'll be shocked if we do. The rules insert of the auxiliary arc (or the version that's in the FAQ, at least) simply defines an auxiliary firing arc as one shown by dotted lines on the ship's base. It's never been limited to just the Slave 1's forward-and-back setup; that has simply been the only example until now.

Think about how careful they've been to limit card interactions with the turreted ships, and then decide if just this sort of thing might have been considered too much.

Ah... this is not a turreted ship. I'm not sure what they have to do with any of this.

Edited by DR4CO

Think about how careful they've been to limit card interactions with the turreted ships, and then decide if just this sort of thing might have been considered too much.

Ah... this is not a turreted ship. I'm not sure what they have to do with any of this.

aye,

primary turrets possess literally infinite more coverage than the 180 degree arc, which is why tactician would only make them even more dull (which is a nearly impossible feat at this point). Auxiliary arcs (which are also painted on the firespray's base with the same fractured lines) have always behaved as firing arcs for all intents and purposes minus the utilization of 2ndary weapons.

onto the list, I think 3 tacts is just redundant at that point. Drop one for int agent to see those soontirs and w.e coming, and make up for the difference with a nice pair of 1 point brakes to slam

Edited by ficklegreendice

Given the shape of his arc, I think Expert Handling to get a barrel roll would probably be a more useful movement action than boost. But then I can see how Predator is very nice on this build. I think Maneuvering Fins will also help with its manoeuvrability.

Edited by malladin.ben

Given the shape of his arc, I think Expert Handling to get a barrel roll would probably be a more useful movement action than boost. But then I can see how Predator is very nice on this build. I think Maneuvering Fins will also help with its manoeuvrability.

Maneuvering Fins is another thing I'm keen to see spoiled, but I wanted to make list with what we knew and assume the dial was harsh.

@FGD: Good suggestion but it will be a trick to get Soontir in arc if he is in R1-2 to activate agent. Could stop you from committing the 'whale' to the opposite side of the board though. Definitely worth considering the swap because this build begs for dampeners, unless we see a native "0" move again.

Edited by Rhoaran

Gotta see that dial first. I think it will be pretty crappy (worse than ddcimator) considering it's way cheaper than comparable large ships.

Like I said, time will tell.

Gotta see that dial first. I think it will be pretty crappy (worse than ddcimator) considering it's way cheaper than comparable large ships.

As you said, it's cost is good evidence for bad dial. Top pilot is same price as Firespray's bottom tier (merc) while having 2 pips of PS, 2 extra crew, and 2 extra shields.

Dial will probably be between shuttle and decimator. Closer to shuttle im guessing. Obviously, no k-turn / s-loop. A lot of red on turns.

Could swap one tactician fir outlaw tech assuming there is red all over dial.

no k-turn would be very rough on a wide but forward facing arc

then again it is quite possible that most of the dial is red, given the inclusion of the SoT outlaw tech combo in the same box :P

Think about how careful they've been to limit card interactions with the turreted ships, and then decide if just this sort of thing might have been considered too much.

Ah... this is not a turreted ship. I'm not sure what they have to do with any of this.

aye,

primary turrets possess literally infinite more coverage than the 180 degree arc, which is why tactician would only make them even more dull (which is a nearly impossible feat at this point).

Er....i think it's literally twice the coverage (360 degrees instead of 180), not infinitely. That makes no sense.....

Edited by Extropia

Think about how careful they've been to limit card interactions with the turreted ships, and then decide if just this sort of thing might have been considered too much.

Ah... this is not a turreted ship. I'm not sure what they have to do with any of this.

aye,

primary turrets possess literally infinite more coverage than the 180 degree arc, which is why tactician would only make them even more dull (which is a nearly impossible feat at this point).

Er....i think it's literally twice the coverage (360 degrees instead of 180), not infinitely. That makes no sense.....

it makes perfect sense

here's how it works

The 666 has a 180 degree blind spot

The YT-w.e does not. It has no blind spot (or a 0 degree blindspot, if you prefer)

Sure you can argue that the physical area covered by the turret is double the auxiliary are and you'd be right geometrically speaking. In the context of the game, though, that fact is completely meaningless when every weapon maxes out at range 3 (same as the primary weapon turret). 2ndary weapon turrets are different, thankfully.

Simply put, you can't do jack **** about range 1-3 360 degree fire but you can about 180 degree (get behind it or along the side in the case of the firespray) making the turret literally infinitely better.

I'm sure this will change once mathematicians prove the 361st degree or if FFG introduces arced ships with fire beyond range 3 into normal games. Sadly, as is, if you can shoot a turret and said turret isn't parked on a space peanut it's going to shoot you. This is not the case with auxiliary arcs, which can actually be played around.

Edited by ficklegreendice

Think about how careful they've been to limit card interactions with the turreted ships, and then decide if just this sort of thing might have been considered too much.

Ah... this is not a turreted ship. I'm not sure what they have to do with any of this.

aye,

primary turrets possess literally infinite more coverage than the 180 degree arc, which is why tactician would only make them even more dull (which is a nearly impossible feat at this point).

Er....i think it's literally twice the coverage (360 degrees instead of 180), not infinitely. That makes no sense.....

it makes perfect sense

here's how it works

The 666 has a 180 degree blind spot

The YT-w.e does not. It has no blind spot (or a 0 degree blindspot, if you prefer)

Sure you can argue that the physical area covered by the turret is double the auxiliary are and you'd be right geometrically speaking. In the context of the game, though, that fact is completely meaningless when every weapon maxes out at range 3 (same as the primary weapon turret). 2ndary weapon turrets are different, thankfully.

Simply put, you can't do jack **** about range 1-3 360 degree fire but you can about 180 degree (get behind it or along the side in the case of the firespray) making the turret literally infinitely better.

I'm sure this will change once mathematicians prove the 361st degree or if FFG introduces arced ships with fire beyond range 3 into normal games. Sadly, as is, if you can shoot a turret and said turret isn't parked on a space peanut it's going to shoot you. This is not the case with auxiliary arcs, which can actually be played around.

Think about how careful they've been to limit card interactions with the turreted ships, and then decide if just this sort of thing might have been considered too much.

Ah... this is not a turreted ship. I'm not sure what they have to do with any of this.

aye,

primary turrets possess literally infinite more coverage than the 180 degree arc, which is why tactician would only make them even more dull (which is a nearly impossible feat at this point).

Er....i think it's literally twice the coverage (360 degrees instead of 180), not infinitely. That makes no sense.....

it makes perfect sense

here's how it works

The 666 has a 180 degree blind spot

The YT-w.e does not. It has no blind spot (or a 0 degree blindspot, if you prefer)

Sure you can argue that the physical area covered by the turret is double the auxiliary are and you'd be right geometrically speaking. In the context of the game, though, that fact is completely meaningless when every weapon maxes out at range 3 (same as the primary weapon turret). 2ndary weapon turrets are different, thankfully.

Simply put, you can't do jack **** about range 1-3 360 degree fire but you can about 180 degree (get behind it or along the side in the case of the firespray) making the turret literally infinitely better.

I'm sure this will change once mathematicians prove the 361st degree or if FFG introduces arced ships with fire beyond range 3 into normal games. Sadly, as is, if you can shoot a turret and said turret isn't parked on a space peanut it's going to shoot you. This is not the case with auxiliary arcs, which can actually be played around.

What he said.

Still, depending on the dial, that 180degree auxilary arc looks pretty sexy.2 Tacticians on these guys might be a thing.

aye, I have high hopes for these guys

while the primary turret advantage is so ridiculous, contrary to the focus of the game, and literally infinitely better than auxiliary arcs, even Bossk (the most expensive pilot) clocks in well below the cheapest (legitimate) falcon pilot.

cards such as tactician and outmaneuver also give auxiliary arcs a small bit of utility over primary turret weapons, you'll just actually have to maneuver with your facing in mind rather than just getting free shots every time