Is scum boba the home autoblaster has been looking for?

By nikk whyte, in X-Wing

Played a 2v2 150 point (75 each) game last night, where my partner had (among other things) boba get with proton bombs and an autoblaster. The idea was that enemies would already fear the back end, let's make them dance away from the front too.

It completely worked. Jake with prockets did everything in his power to not get hit from either direction, which left him out of the fight until the end game where an inertial damper and autoblaster made him regret the attempt to block.

With the guaranteed boba-reroll at range one, sticking unavoidable damage to a high evade target, you're putting a lot of hurt in the area that boba wants to be.

So what do you guys think? Could we see the autoblaster find a home on scum boba?

Side note: with my 75 points, I flew 3 naked generic starvipers. They all survived and dealt insane amounts of damage. Cleared Blount and ten numb on consecutive turns, then aided in puttin down chewie. Easily my favorite ship in the faction, and probably the game.

Played a 2v2 150 point (75 each) game last night, where my partner had (among other things) boba get with proton bombs and an autoblaster. The idea was that enemies would already fear the back end, let's make them dance away from the front too.

It completely worked. Jake with prockets did everything in his power to not get hit from either direction, which left him out of the fight until the end game where an inertial damper and autoblaster made him regret the attempt to block.

With the guaranteed boba-reroll at range one, sticking unavoidable damage to a high evade target, you're putting a lot of hurt in the area that boba wants to be.

So what do you guys think? Could we see the autoblaster find a home on scum boba?

Side note: with my 75 points, I flew 3 naked generic starvipers. They all survived and dealt insane amounts of damage. Cleared Blount and ten numb on consecutive turns, then aided in puttin down chewie. Easily my favorite ship in the faction, and probably the game.

YouTube video on its way!

Scum Boba with Autoblaster has been discussed around here before. It's not a horrible idea but it's definitely situational and a clear cut pro and con scenario.

First of all, when you close to range 1 with your target in your front arc is it a ship that you want to give up a die to use Autoblaster on? In many (most?) situations you are going to want that 4th attack die. There will also be situations where you really want the crits instead of hits that would leave Autoblaster unused.

I think VI and EU are both really strong considerations for Scum Boba pretty much all the time. Being able to move last and boost into range 1 to trigger his ability is fantastic. If I was equipping an Autoblaster on him I would want those upgrades for sure. At that point, even without a bomb equipped you are 49 points in if I did my math correctly. It's not bad but those 5 points from the Autoblaster eat up flexibility for the rest of your list too.

I would put Autoblaster Boba in the fun category for those reasons.

Scum Boba with Autoblaster has been discussed around here before. It's not a horrible idea but it's definitely situational and a clear cut pro and con scenario.

First of all, when you close to range 1 with your target in your front arc is it a ship that you want to give up a die to use Autoblaster on? In many (most?) situations you are going to want that 4th attack die. There will also be situations where you really want the crits instead of hits that would leave Autoblaster unused.

I think VI and EU are both really strong considerations for Scum Boba pretty much all the time. Being able to move last and boost into range 1 to trigger his ability is fantastic. If I was equipping an Autoblaster on him I would want those upgrades for sure. At that point, even without a bomb equipped you are 49 points in if I did my math correctly. It's not bad but those 5 points from the Autoblaster eat up flexibility for the rest of your list too.

I would put Autoblaster Boba in the fun category for those reasons.

They were using exactly what you mentioned, VI and Engine Upgrade. There is a batrep uploading to YouTube, but it's taking a long time.

I ran Boba with VI + Autoblaster + Tactician + EU + Inertial. I think this is the ultimately Soontir Fel/Jake killer. At range 2 you double stress Soontir/Jake and pin them down, then you close into range 1 for the kill the next turn. Or you just get into range 1 a go for the insta shot. I ended up in 12th place at Sacramento regionals running that with IGB. Its a fun time.

I tried this running Sable's build but replacing Proton Bomb with Autoblaster. It was nice but not amazing. Using it against Horn and A-wings I found it was better to position Fett at range 2 and double stress a PTL using Jake then it was to Autoblaster the A-wing. Also, Autoblaster made me hate rolling crits since anything you'd want to use the Autoblaster against is going to cancel out the crits anyway. I would end up using my re-roll to re-roll a crit and try to turn it into a hit only to curse when I got an eye ball or blank. Rolling crits shouldn't make you curse. This also means you really only have a 3 in 8 chance to hit instead of a 1 in 2 chance to hit since the crit is as good as a miss.

Overall I went back to the Proton Bomb. The threat of the Proton Bomb against arc dodgers (or any 2 hull ship) and how it can close off huge sections of the mat just worked better for me.

I wouldn't bother with autoblaster on fett

Yes hits are unblockable, but if you manage to get a crit in there that's a dmg that is blockable

Add that your giving up your range bonus for a chance to roll 3 hits ( and no blanks or crits) along with paying 5 pts

Never seemed viable imo.

Scum fett has a nice ability but being in range one of multiple ships is still not good

A mistake I see people do is they think his ability will save him, but it seldom does.

It's nice to have for when there are some ships in that bubble, but don't go flying h into the furball which I've seen numerous times

I don't think autoblaster is good on any ship unless it's primary weapon is two dice

It just won a regional tournament in Saskatoon. Yes it is viable, and yes it is very scary. Slap tactician on as well and EVERYTHING needs to stay away from its front arc.

I'd say No. Just like always Autoblaster is so very situational and just because Scum Fett allows a reroll is that really so much different from Trelix doing the same thing with the Empire? If you run into a lot of high agility and can get it in arc then it is going to look amazing to matter what you put it on but run it against Decimators and you've completely wasted 5 points.

Here is the match he is talking about:

I would argue that it's not situational, as even if you aren't shooting it, it's a deterrent. People will do anything they can to avoids that range band, and paired with proton bombs, they'll do anything to avoid range one at all costs. We seriously took a very nice jake out of the fight solely on that threat, and then wiped him out using just the autoblaster.

Also, keep in mind that in a 150 point game, that 5 points becomes much less of an issue, and you maintain flexibility in your other ships.

Oh boy Autoblasters.

Biggest problem with autoblasters you lose a red die, so technically it could be considered firepower 2. Really at 5 points it should have been 4 dice, I am still trying to think of a firepower 2 cannon ship other than YT-2400 because you really don't want outrider to be restricted to range 1, as far as I can tell there is none. Autoblaster turret works so well because it can shoot out of arc but most of all it is only 2 points. On an out of arc ship that essentially can give you dice instead of take away dice and gives you up to 2. In arc if you have BTL again +2 red dice instead of -1 red die.

Big ships are tough to close the gap on it. Sure EU can help but it can get blocked a lot. VI and EU is a must. Now for the other upgrade slots such as crew title ect, Gredo would complete the build for crits but to be honest your enemy will be HLC armed bro bots at range 1-2. With this build I would take Tactician so at range 1 you get a choice of extra dice for high health low agility targets or uncancelled dice for low health high agility targets. If in range 2 then tactician would fill that. The EU and VI should help close the range 3 gap into range 2 especially with a large base.

As for other upgrades thanks to the high cost of autoblasters and EU you age going to have over half you points in this build. So as far as titles missiles and bombs I would leave those empty as it is already point heavy enough. Maybe a single siesmic charge but nothing more.

Boba Fet 39 points

  • Veteran Instincts 1 point
  • Autoblaster 5 points
  • Tactician 2 points
  • Engine upgrade 4 points

Total 51 points.

Best situation here is to avoid the range 3 fights. To be honest I think Imperial Boba might be better because it allows you to correct and catch on those arc dodgers. Since this build could apply to both imperial and S&V the only thing that Imperial wont have is an illicit slot. I'll have to make a couple of lists and see which one would work.

Edited by Marinealver

It just won a regional tournament in Saskatoon. Yes it is viable, and yes it is very scary. Slap tactician on as well and EVERYTHING needs to stay away from its front arc.

Shhh, don't let people think it's a good combo. ;-)

Just kidding, having won said regionals and practicing with it, I believe it's devastating. Scum Fett should pretty much always be at range 1. One extra dice, is easily sacrificed for 3 possible un-evadable shots.

I've one-shot ties and interceptors without issue, it's also great for denying C-3PO.

Sure, when you face a decimator it's "wasted points", but then chances are it's going to be great against it's escort... A Phantom or Soontir will avoid the risk of a range 1 autoblaster shot at all costs... that gives you control.

Edited by PLR

It just won a regional tournament in Saskatoon. Yes it is viable, and yes it is very scary. Slap tactician on as well and EVERYTHING needs to stay away from its front arc.

Back arc too. Auxiliary arcs work as firing arcs for all intents and purposes with the exception of secondary weapons.

First of all, when you close to range 1 with your target in your front arc is it a ship that you want to give up a die to use Autoblaster on? In many (most?) situations you are going to want that 4th attack die. There will also be situations where you really want the crits instead of hits that would leave Autoblaster unused.

Four dice is only better than Autoblaster if they blank out on Evade dice.

If youre looking for a home in Scum for the autoblaster, I would think Bossk would also be a possible landing place. 180 degree front arc, and should you roll a crit, you can change it to 2 uncancellable crits. You can add Predator and he is still 8 points cheaper than Boba. If you add VI for the PS its 10 points cheaper. If you like the autoblaster/tactician combo, you can add 3 of them :)

The hits from crits thing will work well with Bossk and the autoblaster.

But, I don't think he'll be able to fire secondary weapons in that 180 arc. the extra angles at the sides look like that are 'auxiliary' parts like the back arc on the Firespray (as he still has the lines for the primary arc too). So I think those extra degrees will be a no-go for secondary weapons.

Unfortunately, due to the wording on Bossk's card, the timing for this combo doesn't work.

Bossk's card says "Before dealing damage, you may cancel 1 of your <crit> results to add 2 <hit> results." Meaning they don't change to hits till after the target has had a chance to evade them and cancel them out.

Thus the target gets to evade just like a normal autoblaster crit.

If youre looking for a home in Scum for the autoblaster, I would think Bossk would also be a possible landing place. 180 degree front arc, and should you roll a crit, you can change it to 2 uncancellable crits. You can add Predator and he is still 8 points cheaper than Boba. If you add VI for the PS its 10 points cheaper. If you like the autoblaster/tactician combo, you can add 3 of them :)

Lots of problems here, see below:

The hits from crits thing will work well with Bossk and the autoblaster.

But, I don't think he'll be able to fire secondary weapons in that 180 arc. the extra angles at the sides look like that are 'auxiliary' parts like the back arc on the Firespray (as he still has the lines for the primary arc too). So I think those extra degrees will be a no-go for secondary weapons.

Unfortunately, due to the wording on Bossk's card, the timing for this combo doesn't work.

Bossk's card says "Before dealing damage, you may cancel 1 of your <crit> results to add 2 <hit> results." Meaning they don't change to hits till after the target has had a chance to evade them and cancel them out.

Thus the target gets to evade just like a normal autoblaster crit.

Bossk can't fire autoblaster outside his normal firing arc just like any other ship. And He is actually one of the worst candidates for it, because they will block the crits first due to the timing statements by @esser915. If you want a cannon on Bossk, its Mangler or bust, but it still doesn't work from the side angles, only in the front facing 90 degree standard firing arc.

Edited by Engine25

If it can't Boost and Barrel Roll without stressing or otherwise losing mobility I don't want to try Autoblaster on it. Well, that leaves out everything (inb4outrider).

I wouldn't bother with autoblaster on fett

Yes hits are unblockable, but if you manage to get a crit in there that's a dmg that is blockable

Add that your giving up your range bonus for a chance to roll 3 hits ( and no blanks or crits) along with paying 5 pts

Never seemed viable imo.

Scum fett has a nice ability but being in range one of multiple ships is still not good

A mistake I see people do is they think his ability will save him, but it seldom does.

It's nice to have for when there are some ships in that bubble, but don't go flying h into the furball which I've seen numerous times

I don't think autoblaster is good on any ship unless it's primary weapon is two dice

I've used it successfully on aggressors using accuracy corrector.

Well played with autoblasters and that was 5 points I never got a chance to use.

Big thing is that range 1 arc is the smallest area. The Autoblaster's effect is only good against high agility ships however high agility ships also often make good arc dodgers. So staying out of autoblasters is exactly what they do. Having an extra firing arc and a tactician that shoots in 2 directions won't make a difference.

If you get to use it good, but it is often a mistake on your opponents part and you can just as much have had a better chance with 4 dice and focus. Every interceptor/phantom pilot knows that if they fly range 1 in arc they are pretty much dead, Autoblaster or not.

Edited by Marinealver