The best friends of Bossk for you? (Road to national)
Bossk's best friend is gunner
But that's cause the crew version seems much more impressive
Bossk the ship has unique access to ept on the yv and the yv has unique access to 3 crew and is a bad fat ship with no defensive tech and 1 agility. Ia + sot + mangler and 2 at enforcers seems a fun start
Edited by ficklegreendice2 Y wings with TLT and R4
Bossk's best friend is gunner
But that's cause the crew version seems much more impressive
Bossk the ship has unique access to ept on the yv and the yv has unique access to 3 crew and is a bad fat ship with no defensive tech and 1 agility. Ia + sot + mangler and 2 at enforcers seems a fun start
i was talking about the ship, my mistake!
can you translate for me this: "Ia + sot + mangler and 2 at enforcers seems a fun start " thx
2 Y wings with TLT and R4
good combo! in this case R4 is better thar Agromec?
I was thinking of a nice and effective build with Bossk and also to its best companions of raids.
They had come to mind Aggressor, 2 Y with TLT, 4 Z-95 ...
I was also thinking about how to equip Bossk effectively. but the choices are too many
What do you recommend and how you build the team bearing in mind the current and future national goal?
A friend flew Bossk with Daredevil and Engine Upgrade. Quite the combo lol.
2 Y wings with TLT and R4
good combo! in this case R4 is better thar Agromec?
R4 Agromech. 2 modified shots.
Hey, I made almost the same post in the Squad List subforum! Why? Cause BOSSK!!!!
But as a few have said...
- 4 Headhunters (can make two of em' at least the 3PS folks, which is handy)
- Two Ys with TLTs
- Two HWKs with TLTs and Recon Specialist
- IG-88B is promising
- Kath Scarlet or Boba Fett might be effective, too
Honestly, my current inclination is to try and use Bossk n' friends to counter the TLT spam of today. Bossk himself isn't terrible at it, as his 12 HP means he'll survive at least one round of concentrated TLT fire, and his ability means he can push through some nice damage alone on a Y. Got the points to spare, and The Hound's Tooth means there's now four more HP (and some extra agility!) the TLTs will have to chew through, ideally after significant damage has been done. His downside? Only one agility, so you'll need pretty solid luck to avoid any significant amounts of the damage being pumped out by TLTs.
Which is why I'm not super keen on the idea of running him with a pair of TLT ships. Only two TLTs isn't going to be a lot of damage, and concentrated fire could see Bossk down for the count quickly. Its why I'm leaning more towards Zs or a second big ship. Zs give you blockers and potentially a lot more damage against low agility ships (aka, TLT Ys and various K-Wings that are now all over the place!). But a pair of the right big ships? Should be able to take a Y off the board a turn, and in that race you'll win. IG-88B is tempting for his HLC double tap, though against Ys it'll be overkill: you're honestly pretty unlikely to need to use his ability often. But it also gives you a good counter to the high agility nastiness that's still very much out there. Maybe FCS and Autothrusters, and you've got a versatile heavy hitter that laughs at TLTs and can punch damage through to folks like Soontir (if he can line him up!). Kath Scarlet is always nice for throwing out silly damage. Her ability with Outmaneuver is a delightful combination, and I endorse it.
But right now it's Boba Fett I'm tempted to pair with him. With Extra Munitions and, holy crap, THE SLAVE-1 TITLE, Fett becomes something approaching a missile boat. Throw on a K4, and holy crap Fett has slapped down that nasty action economy issue that's plagued ordnance users. Scum Fett also comes with his nifty re-roll ability, which will help even more. Extra Munitions+Cluster Missiles on Fett should be a thing, because that should be two turns worth of truly nasty damage for him to pump out. My only problem is deciding whether or not to put an Engine Upgrade on him. It's tempting, but it's a lot of points in a list with two expensive pilots. My tentative build doesn't have it so that way I can take double advantage of Extra Munitions and squeeze some Seismic Charges on the Fettman for a little swarm-busting help.
As for Bossk himself...
He needs one of three things: Calculation, Marksmanship, or "Mangler" Cannon. Some might argue for Merc Co-Pilot, but that R3 restriction isn't going to be easy to take reliable advantage of with the YV-666's dial. For similar reasons, I'm not a huge fan of the Mangler on him, though with certain builds it'll be more than serviceable and even necessary to free up your EPT slot. In my non-stop Bossk ponderings, I've come up with a few general schools of thought:
- Calculation Bossk: Cheapest way to regularly activate his ability. Throw on a K4 for action economy and a mandatory Outlaw Tech to activate it even when you red maneuver. Very cheap, very basic, and seemingly very effective. Big downside is getting blocked will deny you that Focus needed to activate Calculation and his ability, not to mention you could possibly just roll a bunch of regular hits that you can't Bossk-ify.
- Marksmanship Bossk: Similar, but red maneuvers will deny you the chance to activate it, blocking will deny you as well. No need for an Outlaw Tech (though he isn't terrible if you need to red maneuver!), but K4 should be mandatory for more economy. Not as a big of a fan of MM as I am Calc for Bossk, if for no other reason that I can combine Calculation with the Jawa to activate his ability.
- Mangler Bossk: You lose the ability to reliably activate Bossk's ability in his auxiliary arcs, but you do remove the necessity for actions or eyes on red dice for targets that are in your arc. It's not a terrible trade-off, but you're also at the mercy of the YV-666's dial. Depending on how comfortable you are maneuvering the world's most awesome bathtub around, it could be a solid choice... or a huge waste of points. But that brings me to...
- "The Alligator": Damnit, I'm going to make this stick! What's "The Alligator" you ask? Simple: inspired by the ol' Imp Fett "Fettigator" build... Bossk+Navigator+Maneuvering Fins. Yes, MANEUVERING FINS! And lizard-guy+Navigator... Alligator seems appropriate. Set your dial to a 2 or 3 turn, and then you can either stick with it or switch to any of three banks in the same direction. Add VI or an Intel Agent to make a better call of where to let Bossk ultimately land. Makes the big guy harder to block (useful for Marksmanship or Calculation), and it'll help you keep a Mangler on target. Only problem will be the necessity to get that Navigator on board, and possibly needing to sacrifice another crew slot or your EPT slot to get maximum effect.
I think my first long term test with Bossk will be with Calculation, though I also want to try a Mangler Alligator build.
Other nifty upgrade ideas for Bossk:
- Maneuvering Fins: Even without Navigator, Bossk can take solid advantage of the Fins. Only a single point, and his 7PS means he's moving late enough to react to a lot of things on the board. With his big base, a bank and a turn will put him in very different places, so it's not bad for positioning/avoiding a block.
- Greedo: Bossk has a hefty chunk of shields, so he'll be protected for a bit from Greedo's downsides. Also Bossk can take a crit, Bossk-ify it, then Greedo throws a face-up card anyways! Still, once those shields are down there's little that'll save Bossk from avoiding his own Greedo damage.
- The Hound's Tooth: Despite it being the namesake of HIS ship, The Hound's Tooth is only second best on Bossk (Latts Razzi absolutely is number one with it). Still, he's only one of two pilots that can still use his ability while in the Pup, and six points for a Z-95 isn't a bad trade-off. It's not amazing on him, but its more HP for your opponent to chew through, and while you lose your cannons and EPTs (really hate that, Bossk should get to keep his... c'mon errata!), you can still Bossk-ify your crits to double hits. And you still get to keep a solid PS7 pilot on the board, who can potentially turn his R1 shots into an Interceptor-esque 4 hits. Also pairs well with Greedo, cause you'll ditch all the crits Greedo gave you when he dies burning.
- Dead Man's Switch: DMS never got the attention of the other illicits... but I like it on a big base ship, as the blast radius will be nasty large. Combine it with fins/Alligator, and when Bossk gets low on health he can start parking himself near the enemy and make him a little less appetizing to finish off.
- "Hotshot" Blaster/Feedback Array: With no K-Turn, an enemy getting behind Bossk could be rough. Give him a HSB or bugzapper, and he can now defend his rear. Bonus points for the bugzapper as it'll take two uses before he gets ionized.
- Engine Upgrade: Because literally any large ship can make great use of these. Really handy to make up for the YV-666's "handling".
- Inertial Dampeners: Because now Bossk can go "full-stop" twice in a row!
- Recon Specialist: A little extra survivability and nice synergy with Calculaton
The real problem with Bossk is the fact that he's silly customizable, but you have to be careful to avoid the trap of putting too many points on him. He's got the upgrade slots to be a "fat" ship, but he doesn't have the damage mitigation to pull it off. Any more than 50 points and you're definitely pushing things to their limits with him. But for 45-50 points, I think he can be effective. Definitely a strong candidate for an anti-TLT countermeasure. I think Latts and Moralo may see more table time, but Bossk shouldn't be underestimated. His ability should give reliable extra damage, which makes him deadly against both TLT ships and their dreaded cousins, the fat turrets.
I'm going to try the following list -- it may not be optimal, but it should be fun. I want to throw lots of crits.
I played about six games yesterday with Bossk + 2x Spice Runners w/ TLT & Rec Spec. The results were mixed.
About half the games were played against people with their pre-Wave7 lists - I won those. The other half were played against people expecting to see TLT's and creating lists to deal with them - I lost those.
Thoughts on TLT after a long day of play:
1. Only having two TLT's on the table only produces meager damage. They could whittle down some low-agility stuff but that was about it.
2. If you are going to run HWK's, then the Rec Spec is a must. With Rec Spec I'd say that 90% of my TLT shots landed and when I didn't need it on offense it was extremely useful for defense.
3. Even with double focus for defense and keeping range three wherever I could, the HWK's still went down real fast.
The next time I play I intend to pull out some Thugs with TLT & R4's. I won't have as much Focus for defense (and one fewer agility) but it'll have double the health.
I'm also considering 4x Pirate or Soldier or 1x Thug and 2x Pirate.
Wonderful review of upgrades, Comradebot. I'll be giving some of those combos a try.
I've also though about Emon with Slave 1, Adv. Homing missile, proton bomb, and extra munitions. K4, recon, or tactician crew are all good here and EU is nice. This way Emon works on the Hull while Bossk works on the shields.
Edited by RhoaranI know this isn't what this thread is about, but I have really enjoyed running a Trandoshan Slaver with Bossk crew and Gunner. (In my head Bossk is riding shotgun while his nephew learns to fly.)
A ton of hit points, good action economy, and at twenty nine points it leaves enough room to do something interesting with the rest of the squad.
Wonderful review of upgrades, Comradebot. I'll be giving some of those combos a try.
I've also though about Emon with Slave 1, Adv. Homing missile, proton bomb, and extra munitions. K4, recon, or tactician crew are all good here and EU is nice. This way Emon works on the Hull while Bossk works on the shields.
Went 2-1 with this one today (just posted the BatRep in that forum not long ago too):
Emon Azzameen: Slave-1 (bomb), Extra Munitions, Prox Mines, HLC
Moralo Eval: Hound’s Tooth, HLC, Outlaw Tech, Intel Agent
Edited by plumbloco666I had great fun running him with Greedo and determination on Wednesday. First card on me is face up? Oh well, it's a pilot crit, I'll just discard it.
I do think that engine upgrade is a must, even with the advantages of manoeuvring fins.
I know this isn't what this thread is about, but I have really enjoyed running a Trandoshan Slaver with Bossk crew and Gunner. (In my head Bossk is riding shotgun while his nephew learns to fly.)
A ton of hit points, good action economy, and at twenty nine points it leaves enough room to do something interesting with the rest of the squad.
I haven't played with it, but I was toying with that build myself. Looks very interesting. Might be a contender.
The way I see it, in an ideal world, Bossk needs area control, wingmen to cover his tempting behind and something to shut down both tlt spam and arc dodgers.
I think a great option for this would be 4 binayre pirates with feedback array. They put the fear of god into soonts, they can mess with tlt carriers' movements, and can go for the 1-hole, knowing that if they slightly misjudge, they can still put in some damage if need be.




Four of the little psychos would leave you enough points for mangler, calculation, k4 and maneuvering fins... If nothing else, you'd have a lot of fun!
Edited by banjobenito