Fett's Sidekick

By Droidlover, in X-Wing Squad Lists

I have never run a two ship list, as I am more comfortable with one large ship and several small ones. But I thought I would try something and see what you thought of it.

99 pts.

Fett

Push the limit

K4 security droid

Inertial Dampeners

engine upgrade

Moralo Eval

Heavy Laser Cannon

K4 security droid

Outlaw tech

Weapons Engineer

Fett uses EU to get in close and let hell rain down. he moves a green each turn, allowing K4 to give him the target lock, and ptl allows him to take focus and evade every turn. Eval stays back to support Fett with the HLC. Eval moves one green and then red 0 every other turn. This still allows a focus and target lock assisted shot each turn. My other option is to replace Eval with:

Mandelorian Merc

Ptl

HLC

K4

Inert Damp.

The merc can't use the 0 manuever, but has the same efficient action economy as Fett. The Merc has a smaller fire arc than Eval, but should last longer with 2 agility and an evade token each round. Any tactical advice or changes I should consider?

Waiiit.... I thought Fett, Boba Fett, was quoted with "I work alone."

On topic: looks like fun. I might opt for Tactical Jammer over Inertial. That way if I they focus on Fett anyone shooting across the Merc makes it tougher to hit.

It looks solid, but I have a couple of problems with that list:

1) Control will kill it. If Fett gets stressed, you lose the use of Engine and PtL -- seven squad points rendered useless. Likewise, if Moralo is stressed, you can't trigger Outlaw Tech. K4 will still work, but you'll have to make yourself painfully predictable in order to get any use out of it.

2) K4 doesn't mix super well with Boba's ability since they overlap. At Range 1, that TL is less and less useful, which means you're not getting the max out of it. I think that swapping PtL and K4 for RecSpec and Predator could help shore up a few of those weaknesses.

3) Weapons Engineer. The synergy with K4 sounds nice, but one of those TLs is going to do . . . nothing at all, since you can only shoot one ship per round. Swap it for Tactician or RecSpec, or heck, even another Outlaw Tech.

tactical jammer is a modification, while inertial dampeners is an illicit. In order to take tactical jammer, I'd have to drop the engine upgrade. I don't know if that is a good idea.

I agree that stress could be a problem, but I'd have to make the ship dishing it out the primary target.

The weapons engineer allows the second target lock to be used on the rounds that you are stressed from doing the red 0 manuever. So you are not firing at the same target, but are still firing an hlc with rerolls.

tactical jammer is a modification, while inertial dampeners is an illicit. In order to take tactical jammer, I'd have to drop the engine upgrade. I don't know if that is a good idea.

Ah. You may want to tweak your first post. It doesn't show an Engine Upgrade on your Mando Merc.

tactical jammer is a modification, while inertial dampeners is an illicit. In order to take tactical jammer, I'd have to drop the engine upgrade. I don't know if that is a good idea.

Ah. You may want to tweak your first post. It doesn't show an Engine Upgrade on your Mando Merc.

No EU on merc. but I see what you were saying. I misread your post.

I plan on trying out the following build shortly.

Boba Fett (Scum) (39)

Veteran Instincts (1)

Proton Bombs (5)

Tactician (2)

Extra Munitions (2)

Engine Upgrade (4)

Slave I (0)

Moralo Eval (34)

Heavy Laser Cannon (7)

Outlaw Tech or Tactician (2)

Recon Specialist (3)

Maneuvering Fins (1)

Total: 100

I haven't played with Conner Net or Cluster Mines yet but using either of those would free up 1 point for ID or IA on Eval.

Here is a list I am working on. It has a little bit of everything in it.

Boba Fett (Scum) (39)
Veteran Instincts (1) - PS10 gives you the edge on Soontir, Han, etc.
Proton Bombs (5) - Can really disrupt a formation, or put the hurt on an ace.
Recon Specialist (3) - Goes really will with his pilot ability, helps offense and defense.
Engine Upgrade (4) - Always great on a large base ship. Boost him into the action, or away from it when needed.

IG-88B (36)
Lone Wolf (2) - Boost to offense and defense, great in the end game where Boba is likely to die first.
Fire-Control System (2) - A little redundant with the Lone Wolf, but a great bargin at 2 points. Natural combo with his pilot skill.
"Mangler" Cannon (4) - Cheaper than HLC, still strong, and no range 1 gap.
Glitterstim (2) - Lets you charge right into battle, land hits, and not fear return fire. Can be save for an emergency too.
Autothrusters (2) - This, plus Lone Wolf will make TLT and other turrets cry.

Total: 100

View in Yet Another Squad Builder

Moral is cool but I wonder if Latts might be better. Strip off a point of agility for Boba to hit even harder

Here is a list I am working on. It has a little bit of everything in it.

Boba Fett (Scum) (39)

Veteran Instincts (1) - PS10 gives you the edge on Soontir, Han, etc.

Proton Bombs (5) - Can really disrupt a formation, or put the hurt on an ace.

Recon Specialist (3) - Goes really will with his pilot ability, helps offense and defense.

Engine Upgrade (4) - Always great on a large base ship. Boost him into the action, or away from it when needed.

IG-88B (36)

Lone Wolf (2) - Boost to offense and defense, great in the end game where Boba is likely to die first.

Fire-Control System (2) - A little redundant with the Lone Wolf, but a great bargin at 2 points. Natural combo with his pilot skill.

"Mangler" Cannon (4) - Cheaper than HLC, still strong, and no range 1 gap.

Glitterstim (2) - Lets you charge right into battle, land hits, and not fear return fire. Can be save for an emergency too.

Autothrusters (2) - This, plus Lone Wolf will make TLT and other turrets cry.

Total: 100

View in Yet Another Squad Builder

So, SableGryphon's list, but sacrificing the HLC and VI on 88B for Mangler, Glitterstim, and Lone Wolf?