Whats the best loadout you have seen on Scum Boba??
Whats the best loadout you have seen on Scum Boba??
Sable's Boba is extremely effective in the current meta. VI, Engine, tactician, proton bomb. Gunner works too if you have the points.
I ran Boba like this for our tourney yesterday
Boba-
Stay on Target
Outlaw Tech
43 pts
I will likely change my build to include 1 Prox mine and when it's available Extra Munitions with the Slave 1 Title. I run this with an agile ship with Wingman to eat stress when needed. SoT is so rarely used that people struggle to adjust.
Sable's Boba is extremely effective in the current meta. VI, Engine, tactician, proton bomb. Gunner works too if you have the points.
yup. iv seen his list. its strong. iv been playing kath but have sen the error of my ways now. got tabled by a chirpy list yesterday. was close but between soontir and ps8 decimator it was an uphill battle. Corran/Dash is also prevalent right now, two reasons to play boba with VI+tactician right there. im not sold on the proton bomb. i like it, im just not sure i want to go that way yet.
39 Boba Fett
01 Veteran Instincts
01 Inertial Dampeners
02 Tactician
04 Engine Upgrade
47 Points
this is my current loadout. i have boba paired with an IG-88. carbon copy of Sable.G's list but doing think he use dampeners.
Edited by The_Brown_Bomber
I've played that Boba/IG list several times and i feel like the proton bomb would be better as a seismic and inertial dampers on both ships + something else is a better choice
I've played around with tactician on Boba but I wasn't impressed. One stress just isn't enough of a handicap. IGs have greens coming out of their ears, Cheerio and Fat Han don't need actions that badly, Soontir and Jake will rarely put themselves in tactician range, and rebel swarms don't care about one stress token.
Tactician is a great card, but not worth the one crew slot.
My go-to lately has been:
48: Boba w/ VI, Navigator, Engine Upgrade, Inertial Dampeners
Boba lives and dies by his proximity to enemies, and this build goes all in on that mantra.
I've played around with tactician on Boba but I wasn't impressed. One stress just isn't enough of a handicap. IGs have greens coming out of their ears, Cheerio and Fat Han don't need actions that badly, Soontir and Jake will rarely put themselves in tactician range, and rebel swarms don't care about one stress token.
Tactician is a great card, but not worth the one crew slot.
My go-to lately has been:
48: Boba w/ VI, Navigator, Engine Upgrade, Inertial Dampeners
Boba lives and dies by his proximity to enemies, and this build goes all in on that mantra.
navigator makes boba far more slippery, combined with inertial dampeners they will have a hard time blocking you provided you didnt engage them inside or near the asteroid field.
Frankly I can't wait to use:
Boba
—Vet Instincts
—Engine Upgrade
—Glitterstim
—Bossk
Comes in at 48, season to taste with a Cannon or Slave-1 EM + Missile/Bomb. I think PS10 is a solid place for a pair of Proton Bombs but that brings him to 55 points. I'll probably be looking at a pair of Adv Homing Missiles if they do fire 360°.
But the way I see it, Bossk is a bargain for action economy on par with Gunner, just not every turn (and the benefits are better but spread out). I like shooting at PS10, and if I miss I have a Focus for defense. The TL is gravy for the following round, regardless of what manoeuvre you pull, but if you use a green to drop stress then the Engine at least gives you some options. And, of course, if Combat starts and you've been bumped into a BAD spot, pop the Stim and wait for the shaking to stop haha.
Slave-0 title and Rebel Captive.
Because:

I like to keep it on the cheaper side, VI and RecSpec. Boba's not committed to do anything but getting close, and I won't make any poor choices just so I can fully utilize my upgrades.
Will try Glitterstim though.
Despite that image being so cool, Scum Boba can't take Rebel Captive.
For crew I've still typically taken recon spec. With those re rolls the extra focus is very nice.
I've been thinking of pairing with a pair of ywing warthogs to really ion down shops and make sure Boba is in position.
Boba (Veteran Instincts, Gunner, Inertial Dampeners, Engine Upgrade)
50 points
Glitterstim is just about perfect for Scum Boba's ability. get into Range1, pop the Stim -->profit.
Replied in the other thread, but here's the Boba I think works best in the current ChiraFel meta
VI
Tactician
Engine
Dampners
Autoblaster cannon
Moving at PS 10 with boost scares the heck out of Soontir, phantoms, Corran, anyone with high agility. Or you stay at R2 and stress them, then go to R1 the next turn to autoblast with a reroll. I've one shotted enough Soontir to make it worth it over the proton bomb.
I ran Boba like this for our tourney yesterday
Boba-
Stay on Target
Outlaw Tech
43 pts
I will likely change my build to include 1 Prox mine and when it's available Extra Munitions with the Slave 1 Title. I run this with an agile ship with Wingman to eat stress when needed. SoT is so rarely used that people struggle to adjust.
Oh, I'm liking that combo. I'm liking it a lot.
Replied in the other thread, but here's the Boba I think works best in the current ChiraFel meta
VI
Tactician
Engine
Dampners
Autoblaster cannon
Moving at PS 10 with boost scares the heck out of Soontir, phantoms, Corran, anyone with high agility. Or you stay at R2 and stress them, then go to R1 the next turn to autoblast with a reroll. I've one shotted enough Soontir to make it worth it over the proton bomb.
I use this Boba-loadout too but keep swapping his henchmen.
Currently running this boba with 2x Y-wings (Ion turret/BTL/unhinged) but not 100% happy with that atm.
But I might need more practise really.
Replied in the other thread, but here's the Boba I think works best in the current ChiraFel meta
VI
Tactician
Engine
Dampners
Autoblaster cannon
Moving at PS 10 with boost scares the heck out of Soontir, phantoms, Corran, anyone with high agility. Or you stay at R2 and stress them, then go to R1 the next turn to autoblast with a reroll. I've one shotted enough Soontir to make it worth it over the proton bomb.
I use this Boba-loadout too but keep swapping his henchmen.
Currently running this boba with 2x Y-wings (Ion turret/BTL/unhinged) but not 100% happy with that atm.
But I might need more practise really.
Yeah, this Boba has gotten me quite a few wins and close losses. IG-B is my current henchmen, but sometimes those green dice fails just take out 1/2 of my list. Need to play around more to see who else to add. Maybe 2 Star vipers and drop the tactician?
My take on Bobba is simple one. Bobba with EU and outmaneuver + 2 stock wipers with autothrusters
I like ptl, engine, k4.
I like ptl, engine, k4.
I never get tired of that bonus Evade at Range 1 of three enemy ships!
I have to admit that I'm starting to think a naked Serrissu near Boba is a good thing. Boba can re-roll IF someone is in range, but that's not always the case. Or, you only have 1. Serrissu can let you re-roll always. If someone wants to shoot at her first, it's OK to take her out it's not always a one shot with an Evade and 3 green dice. If someone is spending energy on her, it's not damage on Boba. Have someone else nearby, like Kavil, and it just might work.
Eh, Serissu always seems like a trap investment to me if you aren't supplementing her somehow. Boba and his two Evade dice don't benefit greatly from his own ability anyway, although I won't complain when I get to do it; his greater strength is using PS8 or 10 to avoid getting shot at altogether. Driving hard into Range 1 and pummeling a VIP target is something he does well, but you shouldn't be trying to make his green dice work harder when he should either re/position (EH, PtL Engine, SoT, K4+bump) or take defensive measures (Evade action, Glitterstim, Countermeasures, etc).
If I'd take Serissu with Boba, they'd probably both get VI, and I'd staple a Hull and HLC onto the Scyk so she isn't useless offensively. Both with PtL would be fine too.
I think putting more points into Serrissu is the mistake. Make them think about targetting the buffer that doesn't do much damage or the shoot at the person who benefits from Serrissu around. Oh, and her PS 8 is great with VI. That's about all I'd do for her. She might even get a barrel roll or something to R1 of a target to fire.