Playing around with Bossk builds

By Schmarbs523, in X-Wing

So I was working on a build this morning and wanted some input. I like the looks of the build but I think it's a bit too expensive (57 points).

Bossk 35

K4 security droid 3

Outlaw tech 2

Mangler cannon 4

Hounds tooth 6

Marksmanship 3

Engine upgrade 4

And what would y'all fly with him? I put together an ion cannon turret Dace Bonearm among other upgrades. Any other ships I should look at? Mini headhunter swarm? Another elite pilot?

The outlaw tech/k4 combo doesn't seem like a good idea. Having one thing trigger on a green and another on a red means you'll always skip one of them. Since only the 0 and the hard two are red, I would definitely drop the outlaw tech. I would either free up the points or use a tactician instead (bonus, it works with the full arc)

You have several things that need actions, EU and Marksmanship. Marksmanship and Mangler Cannon seem to be redundant, but if you really want to put on two crits you can use calculation instead and save 2 points. Predator seems like the best EPT option, but that might make your K4 redundant. I would also consider VI for him.

Yeah, so I'm an idiot. Neglected to notice that you can only change one crit to two hits. I was trying to load up on mechanics that could be switched to two hits to maximize damage hah.

And good point about the outlaw tech. With an engine upgrade the only red that you might need to use is the 0. Perhaps switch out for a weapons engineer and keep the K4?

The outlaw tech/k4 combo doesn't seem like a good idea. Having one thing trigger on a green and another on a red means you'll always skip one of them. Since only the 0 and the hard two are red, I would definitely drop the outlaw tech. I would either free up the points or use a tactician instead (bonus, it works with the full arc)

I don't know if I agree. Normally I don't like upgrades that pull against each other, but Outlaw Tech isn't very expensive, and it's a huge benefit even if it's only ever used on the stop maneuver.

You have several things that need actions, EU and Marksmanship. Marksmanship and Mangler Cannon seem to be redundant, but if you really want to put on two crits you can use calculation instead and save 2 points. Predator seems like the best EPT option, but that might make your K4 redundant. I would also consider VI for him.

As you say, Calculation is cheaper than Marksmanship for almost the same benefit, and there's no benefit to stacking multiple crits. Just as importantly, though, this is a ship without a lot of flexibility in how it uses its action: often you'll be using a green maneuver and then boosting (picking up a free TL from the K4), or stopping and using the focus token as your "action". So its action economy isn't really going to support Marksmanship.

And since the OP is feeling like Bossk is coming in too expensive anyway, I'd either take the Mangler alone (and either Determination+Greedo or Veteran Instincts as an EPT), or drop the Mangler and go with Calculation (knowing it sets you up for some tough choices between boost and focus).

I'd also drop the Hound's Tooth title, at least until FFG makes more about the deployment rules public.

How about switching Mangler cannon and Marksmanship to HLC and Calculation?

How about switching Mangler cannon and Marksmanship to HLC and Calculation?

That sounds really good. It is one point more.

100 Points

60 points
Bossk
YV-666
Determination, “Mangler” Cannon, Gunner, Greedo, Outlaw Tech, Glitterstim, Hound's Tooth, Engine Upgrade
20 points
Cartel Marauder #1
Kihraxz
20 points
Cartel Marauder #2
Kihraxz

I cannot wait to try this list.

I'd also drop the Hound's Tooth title, at least until FFG makes more about the deployment rules public.

Unless there's some crazy unforseen negative to this, I don't see any reason not to use it. 6 points to get a PS7 Z-95 on the board after your ship dies? The point efficiency there is amazing. Bossk's pilot ability carries over as well, though it isn't very good on the Z.

I'd also drop the Hound's Tooth title, at least until FFG makes more about the deployment rules public.

Unless there's some crazy unforseen negative to this, I don't see any reason not to use it. 6 points to get a PS7 Z-95 on the board after your ship dies? The point efficiency there is amazing. Bossk's pilot ability carries over as well, though it isn't very good on the Z.

6 points for a Z-95 is indeed a great price, but it's a Z-95 that can't be added until the Hound's Tooth is dead. So another way to look at it is that it's a 6-point handicap that you can undo by sacrificing a major part of your list.

I don't think it's a bad card at all, and honestly it's going to be a shipload of fun to play with it. But I don't think we'll see it in top-tier competitive lists, because it represents 6 points you're not using to kill your opponent in the game's opening rounds.

The other way to look at it is that a 6-point Z-95 is a bargain, but is at as much of a bargain as loading the Hound's Tooth with an HLC? It's points being spent for when your ship dies, instead of being spent to keep it alive. If you don't plan on losing any of your ships for a 100-0 victory in a competitive tournament, then you're now playing at a 6-point handicap to pull it off.

Worse is that as written, the Pup doesn't bring the EPT along. Without Calculation or Marksmanship or the like, Bossk will be a PS 7 headhunter with effectively no special ability. The other ships might be better (The target-lock debuff looks like it could stand out, for one - have the Z-95 play support to a bigger, tougher ship still on the board), but then you're paying the same price for a lower PS, so I can't see the value change much.

I can't really plan any builds without knowing what Maneuvering Fins will do for you. As upgrades go, it's exclusive to the Hound's Tooth, which makes me believe it'll be nearly mandatory to use on any high-cost builds.

Otherwise, this thing is so ungainly that I can't justify dumping a lot of points into it. Spending 50+ points on a ship that can't shoot behind it and doesn't turn around quickly seems like a poor idea. It's like dumping points into a Lambda. Lean and mean seems like the way to go. Maybe a single EPT and crew member for Bossk, with more room to play on the generic.

Edit: what about Daredevil with an Engine? Would give him a way to quickly turn around and minimize the enemy getting behind him.

Edited by PhantomFO

I can't really plan any builds without knowing what Maneuvering Fins will do for you. As upgrades go, it's exclusive to the Hound's Tooth, which makes me believe it'll be nearly mandatory to use on any high-cost builds.

Otherwise, this thing is so ungainly that I can't justify dumping a lot of points into it. Spending 50+ points on a ship that can't shoot behind it and doesn't turn around quickly seems like a poor idea. It's like dumping points into a Lambda. Lean and mean seems like the way to go. Maybe a single EPT and crew member for Bossk, with more room to play on the generic.

Edit: what about Daredevil with an Engine? Would give him a way to quickly turn around and minimize the enemy getting behind him.

From what I've been able to squint off the card, Maneuvering Fins appears to grant Juno Eclipse's ability: "When you... maneuver... increase or... by 1 (mi". It may be limited to maneuvers of only a certain speed or color, but considering the limitations of the YV-'s dial it, may be the same.

Now, the ship does come with two copies of Engine Upgrade, but I think Maneuvering Fins is being offered as an alternative means of increasing large ship mobility beyond the standard large-base boost. I'd wager it costs less too, probably 2 points. If I'm right about how I think it works, it would mean that the YV could make white 2-speed turns, glide around on green 2-banks, and tighten its red 2-turn into a 1-speed daredevil maneuver. With that increased range of options (not to mention the huge firing arc), I don't think you'd miss or even really need Engine Upgrade or Daredevil.

That 180 arc is going to be a huge deal, too - so long as they're not directly behind you, you have ever chance of getting them in your gun arcs simply by turning to your right or left, or doing a hard turn + curved boost.

You'll still have the limitations of the Space Cows in terms of turning circle, but you won't have that huge deadspot where you can't get guns on target, because you'll catch them in your auxiliaries. You've still had to turn around, unlike a PWT, but with any luck that's been priced accordingly. We'll see how it works out. :)

Please correct me if I'm wrong, but don't cannons only work in the primary arc, which would be the forward 90ish degrees? As such, I would think that a cannon wouldn't be a good investment for the ship. But Bossk w/ Calculation, K4 is a good start that you can't really go wrong with. I second the idea of Tactician. Or 2. Or 3 :). Heck, I might debate on VI, EU, and 3 tacticians. Though if that maneuvering fins does what it is rumored, I would take that over EU - gotta line up that R2 shot to triple stress the opponent!

Edit: Actually, I might consider Lightning reflexes as the EPT. With the 180 degree arc and LR, no ship is safe! Plus, without a native K turn, it would provide a one time turn around that would keep the ship relevant for a longer period of time (assuming it ends up suffering from the same issues that the shuttle does).

Edited by Khyros

I went ahead and gave Bossk a go last night on Vassal. The build I went with:

Bossk

- Determination

- Mangler Cannon

- Mercenary Co-Pilot

- Tactician

- Greedo

- Engine Upgrade

Teamed him with Sable's 88B build, who also took GlitterStims that I forgot to use.

Loading Bossk up like that was a mistake. He clocked in at 49 points, did three shields and a crit to Deathrain, gave a stress to Night Beast, and otherwise spent the match being chased down by everyone without getting a shot off. The area behind him where he cannot shoot is HUGE, and it doesn't take a whole lot for small ships to stay in there. His biggest contribution was simply tying Vader's attention long enough for 88B to get a bunch of shots off.

Merc Co-Pilot was killer 2-point upgrade, though. Probably better just going with that and leaving the Mangler on the shelf.

EDIT: And after seeing him in action: holy cow, Deathrain is the star of Wave 7. Those minefields were a massive pain in the neck.

Edited by PhantomFO

Edit: Actually, I might consider Lightning reflexes as the EPT. With the 180 degree arc and LR, no ship is safe! Plus, without a native K turn, it would provide a one time turn around that would keep the ship relevant for a longer period of time (assuming it ends up suffering from the same issues that the shuttle does).

Lighting Reflexes is small ship only.

Bossk (35)
Marksmanship (3)
Gunner (5)
Tactician (2)
Tactician (2)
Engine Upgrade (4)

Total: 51

View in Yet Another Squad Builder

Engine upgrade is a place holder for the maneuvering fins, which is a YV-666 only upgrade that comes with the ship. It looks to read like Juno Eclipse: "When you reveal your maneuver, increase or decrease the speed by 1 (to a minimum of 1)" which would give the hounds tooth some maneuverability.

Bosk with three outlaw techs and stay on target or calculation and EU are things I've tried and it works well.

Trail Leacheros behind him with bodyguard to syphen off one of those focus and a homing missile if you like. Leaves enough room for one good extra ship potentially with wingman or a couple more z's.

It's amusing to see all of those stop moves stack the focus. Once they fly by you EU and turn around on them for the next pass.

VG-666

100 Points

35 points
Guri
StarViper
Virago, Autothrusters, Fire-Control System
38 points
Latts Razzi
YV-666
Weapons Engineer , Tactician
27 points
Black Sun Enforcer
StarViper
Autothrusters

Personally I prefer to keep the VG-666 cheap so I can afford other craft. This list is designed to take advantage of the Starviper, as I found the robust frame of the craft is well supported by the agility and hardhitting Starviper. Though the enforcer could probably be replaced by a Y-wing, and points could be made to give it both twin turrets and ion bombs.

Bosk with three outlaw techs and stay on target or calculation and EU are things I've tried and it works well.

Trail Leacheros behind him with bodyguard to syphen off one of those focus and a homing missile if you like. Leaves enough room for one good extra ship potentially with wingman or a couple more z's.

It's amusing to see all of those stop moves stack the focus. Once they fly by you EU and turn around on them for the next pass.

Outlaw tech is Limited... max one per ship :unsure:

Edited by Engine25

one's all you need, really

the YV-666 has 1 agility; the times when you'll need a defensive focus (or when a defensive focus could help) at all will be limited at best

no spares for leechos, though

I missed that limited up there. Darn.

I cannot wait for Bossk! I like the look of this one for dishing out plenty of stress:

Bossk 35
Marksmanship 3

Tactician 2

Tactician 2

Gunner 4
Engine upgrade 4

Binayre Pirate x 4

99 points

Could toss in Inertial dampeners as well.

Gunner is 5, but otherwise that's legal.