Best Bossk build?

By Gausebeck, in X-Wing Squad Lists

Cleaned the table with my build by turn 4 dice were hot today

So just as an update, I went 3-0 at my local tourney with the list I posted above.

Bossk w/ Daredevil, EU, Glitterstrim, Outlaw Tech, Security Droid, and Hounds Tooth

Cartel Maurader w/Glitterstrim x2

Though 2 of the 3 games were close, it did beat a bro-bots the first round a bit better. Bossk was only destroyed in the last game vs. a passenger bossk list with kavil and the token stealing hawk. While Bossk was the undoubted big target, the firepower the marauders brought was enough that they couldn't be ignored either. Bossk rides again!

I played a couple more games with the list as well, and I tried out Daredevil. Daredevil worked great -- Bossk actually felt pretty maneuverable.

I won both games with minimal losses, this time against XXYY (T-70s and TLTs) and then 4x TIE Advanced (Maarek, Colzet, 2x Tempest w/Accuracy Corrector). Bossk puts out solid damage, though I'm still not sure about Mangler Cannon. At least half his shots end up being primary weapon because they're range 1 or outside the primary arc. The Mangler Cannon is nice when it works, though.

@winsafra , how did you feel about Bossk with just his primary weapon? Did you get much use out of Bossk's pilot ability without anything that specifically helps with crits?

Palob didn't do much with his Blaster Turret, though he makes a great rabbit -- people love to chase him. And I need to get better at keeping N'Dru at Lone Wolf range, but he does amazing damage when he can get his 8 dice of Cluster Missiles off. I'm thinking Palob will be better with a TLT, and the best way to afford that is to drop Greedo. I think Greedo is definitely worth a point on Bossk, but he's also expendable. So with that minor tweak, I'm now at:

Bossk + Mangler Cannon + Engine Upgrade + Daredevil + K4 Security Droid (49)

Palob Godalhi + Twin Laser Turret (26)

N'Dru Suhlak + Cluster Missiles + Glitterstim + Lone Wolf (25)

Flew this at a local tourney... first time flying it. And didn't do so well. :(

I would you usually get one good attack with the HLC, sometimes with focus and TL but after that I was struggling. It was a big easy target to focus on and bring down. The engine upgrade was a waste. I would have preferred something simplier.. even without any cannons but with the Outlaw Tech. I ended up slow playing with the red-stop and doing green 1 move bumps for the free TL. But that focus is hard to get with a big ship and it's a part of the combo with Calculation. Just my two cents.

At 50 points, Bossk has to kill a lot to make up his points. In my games, the pirates didn't bring anything to the table... maybe a couple of blocks but nothing to get excited about.

Bossk (35)
Calculation (1)
Heavy Laser Cannon (7)
K4 Security Droid (3)
Engine Upgrade (4)
Syndicate Thug (18)
Ion Cannon Turret (5)
Unhinged Astromech (1)
BTL-A4 Y-Wing (0)
Binayre Pirate (12)
Inertial Dampeners (1)
Binayre Pirate (12)
Inertial Dampeners (1)
Total: 100
Edited by Randito

Kerbarian,

While his ability didnt activate every round, target locking and either daredeviling to maintain firing or focusing gave me pretty consistent 3 hits almost every turn, with 4 alot too. The twin marauders helped keep attention off bossk alot as their 3-4 shots couldn't be ignored. Have your other twoships given enough distraction and secondary power as well?

Kerbarian,

While his ability didnt activate every round, target locking and either daredeviling to maintain firing or focusing gave me pretty consistent 3 hits almost every turn, with 4 alot too. The twin marauders helped keep attention off bossk alot as their 3-4 shots couldn't be ignored. Have your other twoships given enough distraction and secondary power as well?

Palob has been great at keeping fire away from Bossk. Mainly because people have liked to focus fire on him instead, but his ability has helped a lot, too. People mostly target lock near him so they won't get their tokens stolen, but that makes them commit to their targets during activation. For low-PS ships especially, that often means making a poor targeting decision. He hasn't contributed much damage, though -- I'm hoping TLT will work out better on him. His ability also helps damage indirectly because enemy ships tend to not take defensive actions near him (or he can steal the tokens if they do).

N'Dru hasn't been much of a distraction -- opponents probably haven't paid as much attention to him as they should -- but he can often earn his points back in his one Cluster Missiles attack (8 well-modified dice). If that attack happens early, it can knock out some enemy offense and help keep everyone alive as well.

Having seen how Palob affects the game, I'm eager to try him out with some Mist Hunters using Sensor Jammer and Juke once those come out. With Cloaking Device on Palob, that gives three very hard targets, and Palob can steal tokens to make Sensor Jammer and Juke fully effective. We don't know the costs of the other Mist Hunter pilots, but maybe something like this:

Palob Godalhi + Twin Laser Turret + Cloaking Device + Stygium Particle Accelerator (30)

Zuckuss + Sensor Jammer + Juke (34)

PS6 Mist Hunter + Sensor Jammer + Juke (33 or less)

That would leave 3-4 more points for upgrades, like maybe Elusiveness on Palob or Glitterstim on the Mist Hunters. Or some of the new crew or upgrades. The list doesn't have that much firepower, though, and I'm not sure what the Mist Hunter dial will be like.

A couple more battles. The tweaked list above worked well and beat 2x TIE Advanced w/AC + 2x TIE/fo aces (Omega Ace, Epsilon Leader). Palob is better off with the TLT, and Daredevil still feels very much worth it on Bossk.

I then tried a second game against the same list using the alpha strike version of Bossk and two Z aces with Cluster Missiles and lost that one. I flew one of the Zs badly, and he ended up on a rock and died before getting his Cluster Missiles off. It ended up down to Bossk vs. Omega Ace, but Bossk without Daredevil couldn't get a TIE/fo off his tail. He got a few shots off out of his side arcs, but always unmodified (he was mostly doing 3 hard + boost).

Not sure if the alpha strike version is just a bad idea or if it can work well when flown better. It doesn't have the dials to outmaneuver anything (Bossk + Zs), but it only needs to line things up well for the first engagement...

I played a couple more games with the list as well, and I tried out Daredevil. Daredevil worked great -- Bossk actually felt pretty maneuverable.

I won both games with minimal losses, this time against XXYY (T-70s and TLTs) and then 4x TIE Advanced (Maarek, Colzet, 2x Tempest w/Accuracy Corrector). Bossk puts out solid damage, though I'm still not sure about Mangler Cannon. At least half his shots end up being primary weapon because they're range 1 or outside the primary arc. The Mangler Cannon is nice when it works, though.

@winsafra , how did you feel about Bossk with just his primary weapon? Did you get much use out of Bossk's pilot ability without anything that specifically helps with crits?

Palob didn't do much with his Blaster Turret, though he makes a great rabbit -- people love to chase him. And I need to get better at keeping N'Dru at Lone Wolf range, but he does amazing damage when he can get his 8 dice of Cluster Missiles off. I'm thinking Palob will be better with a TLT, and the best way to afford that is to drop Greedo. I think Greedo is definitely worth a point on Bossk, but he's also expendable. So with that minor tweak, I'm now at:

Bossk + Mangler Cannon + Engine Upgrade + Daredevil + K4 Security Droid (49)

Palob Godalhi + Twin Laser Turret (26)

N'Dru Suhlak + Cluster Missiles + Glitterstim + Lone Wolf (25)

I'm trying out your wingmen tonight as I've only just picked up a hawk and want an excuse to fly it! I'm running palob and N'dru identically but my Bossk is rocking EU+calc+k4+outlaw tech+ rec spec. I'm hoping it will allow me to get good returns on Bossk, while Palob makes a nuisance of himself and hopefully draws some fire.

Hi everyone. Opinion needed. Would you see this build having a chance in tournament gaming?

Bossk(35)

YV-666

-Mangler Cannon(4)

-K4 Security Droid(3)

-Outlaw Tech(2)

Serissu(20)

M3-A Interceptor

-Heavy Scyk Interceptor(2)

-Mangler Cannon(4)

-Stealth Device(3)

Laetin A'shera(18)

M3-A Interceptor

-Heavy Scyk Interceptor(2)

-Mangler Cannnon(4)

-Stealth Device(3)

I have tried Serissu and Laetin A'shera in different builds and run Laetin with HLC and both of them survived without any damage taken, they are amazing dodgers, but it is always risky when you face few or even one TLT there. Not to even mention when someone is using Blount to kick those Stealth Devices out from you... I did not want to use too many points for Bossk because I did not wan't make it stand in spotlight more than it already is and I wanted to make those M3-A's to stand up more so there is no clear target #1 for the opponent to start from..

Serissu's skill is good for both Laetin and Bossk, both can benefit from it and Laetin is not always the first ship to start to shoot with TLT's because it has pretty good skill for dodgin those hits. My tactic has been that I just take evade token for Laetin and Serissu most of the time so they dodge pretty good with those and they are not so intriguing for the opponent then.. I know that making damage is kind of loosing some when not using focus tokens to bump up those chances to hit, but I find that surviving is more important for those ships than making damage..

Any opinions?

Personall I like bosk as a crew member

48 points
• Moralo Eval
YV-666
cannon.png
Heavy Laser Cannon
crew.png
Bossk
crew.png
Gunner
26 points
Syndicate Thug #1
Y-Wing
turret.png
Twin Laser Turret
salvaged_astromech.png
R4 Agromech
26 points
Syndicate Thug #2
Y-Wing
turret.png
Twin Laser Turret
salvaged_astromech.png
R4 Agromech

I ran this the other day and it performed quite well

Bossk EU+ K4 +calculation+ rec spec (46 pts)

N'dru Lone wolf+ Cluster missiles + Glitterstim (25 pts)

Palob TLT +bodyguard

Bossk dealt some pretty good damage all game, calculation was nice for guaranteeing crits but I didn't need to use EU once here, I was playing against a firespray and Ys though so it wasn't really necessary at any point.

N'dru was a bit of a disappointment although I'm not sure I deployed or flew him that well, I need more practice with him I think. Made his points back by finishing off a Y though.

Palob was pretty good, once my opponent realised what he did it stopped him from using focus or evade which helped me finish off Fett a bit quicker. Bodyguard also saved at least 3 points of damage from Bossk with the additional evade dice.

I've been running Bossk with mangler, K4 and crack shot. I'd say I was able to use mangler about 50% of my attacks so I think I may go for the 'calculation' option. Though I am 3 wins to 1 loss at the moment trying to shake someone off your tail is nearly impossible. Hot shot or EU sound like good options.

Been running him with

Kavil

TLT

VI

Salvaged Astro

N'dru

Lone Wolf

Glitterstim

Cluster Missiles

N'dru has been 1 shotted in the opening volley by aces in 2 separate matches without getting a shot off! Very frustrating. Thinking of putting VI on him insead of LW

I've been running Bossk with mangler, K4 and crack shot. I'd say I was able to use mangler about 50% of my attacks so I think I may go for the 'calculation' option. Though I am 3 wins to 1 loss at the moment trying to shake someone off your tail is nearly impossible. Hot shot or EU sound like good options.

Been running him with

Kavil

TLT

VI

Salvaged Astro

N'dru

Lone Wolf

Glitterstim

Cluster Missiles

N'dru has been 1 shotted in the opening volley by aces in 2 separate matches without getting a shot off! Very frustrating. Thinking of putting VI on him insead of LW

I've also thought about dropping Mangler Cannon, but my problem is that I really love Daredevil as the EPT (with EU, of course). So Mangler Cannon still seems worth the points, even if it's not a perfect option. Not granting extra evade dice at range 3 is nice, too.

I've had good success with N'Dru, but he can be tricky to pilot and some of it has been luck. The Z doesn't have a great dial, so you need to guess right about when to dive in. I'd prefer the enemy to engage Bossk + Palob and let N'Dru smash in from the side, so I don't want N'Dru so far forward that it's easy to engage him first and alone. However, I also don't want him getting to the fight too late.

Fortunately, he's somewhat forgiving by being tough on his engagement turn when Glitterstim and LW are active -- an average of 1.6 evades per attack. However, if he gets caught at range 3 (e.g. by HLCs) or without a target lock, you don't want to burn your Glitterstim when you can't also launch missiles.

Which aces managed to 1-shot N'Dru in your games?

Played a game versus imps the other day, this list was a defender, whisper, howl and an academy tie. It wasn't supremely optimised but I still lost lol. Palob blew himself up by clipping an asteroid which lost me the game as I had vessery on 2hull remaining. And Bossk then missed his shots.

I took bodyguard on Palob which worked well until my bad flying took him too far from Bossk to use it. I did demolish Whisper between Palob and Bossk though on turn two, that was particularly satisfying.

Which aces managed to 1-shot N'Dru in your games?

A VI Whisper and Wedge with Plasma torps.

In the first match, whisper went and chased him.

In the second I place N opposite Wedge with a green squad pilot. I theorised that I had to get wedge early as Kavil and Bossk were afraid. I placed Kavil just outside range 2 for support. Didn't help. I was able to TL the a-wing, then Wedge came in and blew N away.

I can see swapping the mangler+ k4 Bossk for a calculation + recon +outlaw tech as a swap for green move + TL for a red move = 2 focus. Perhaps more efficient. He has key red moves and doesn't need any one in range for it to trigger.

Does that mean I can turn 2 eye results into crits?

Yeah you get 2 focus with rec spec then use calc to turn 1 into a crit. You can then use the other focus token to turn any other eyeballs into hits.

But you don't get two with recon and outlaw. Recon is focus action only. Outlaw tech is get a focus token. Calculation is nice with outlaw tech. I prefer marksmanship as I find myself doing greens and rarely use the red moves. Plus I use gunner alot and marksmanship works perfect with it. With all 3: marksmanship, k4, and gunner I rarely get anything but hit hit crit.

Ah yeah Killerbeardhawk is correct, I misread your post, you won't get two focus on a red mavouvre. I don't tend to red much anyway so I've left outlaw on the bench, I'm normally green for TL with a focus action or I'm boosting to get into arc. A red manoeuvre is a rarity for me.

That sounds pretty good. Yeah outlaw tech with recon is not as strong as Id hoped. BUT.... If I have 2 focus tokens and 2 eyeballs....... can I use calculation twice? I see nothing that prevents that.

I've thrown some different upgrades in a bag and will try some tonight.

Edited by 2Hard

The FAQ prevents you from using 2 focus to use calculation twice on the same shot.

If you had gunner you could use it twice I suppose, once on each shot.

OK. Thanks Tim.

Now.

My Bossk build is about to go up against 2 super arc dodging A-wings with A-thrusters+PTL (so they will be rolling 3-5 green dice) with Chewie +Lando crew and stuff

For this I am thinking of shelving Bossk for Moralo with HLC and tactician.

N'dru opposite Chewie

Kavil centre

Moralo other side of Kavil from N'dru.

Would love to get hot shot blaster on Moralo

I played today with two different Bossk squads and found the one with the Calculation better.

Bossk(35)

YV-666

-Calculation(1)

-Recon Specialist(3)

-Outlaw Tech(2)

-Gunner(5)

Syndicate Thug(18)

Y-Wing

-Twin Laser Turret(6)

-Hull Upgrade(3)

Syndicate Thug(18)

Y-Wing

-Twin Laser Turret(6)

-Hull Upgrade(3)

And

Bossk(35)

YV-666

-Marksman(3)

-Gunner(5)

-K4-Security Droid(3)

Syndicate Thug(18)

Y-Wing

-Twin Laser Turret(6)

-Hull Upgrade(3)

Syndicate Thug(18)

Y-Wing

-Twin Laser Turret(6)

-Hull Upgrade(3)

I would still try to squeeze some points out from the Bossk, maybe change that Gunner to K4 Security droid or something like that. Not sure if the gunner was worth, but it could be. But I found that the Recon Specialist and Calculation worked very well together and beat the Marksman hands down! I will try this version next time.

Bossk(35)

YV-666

Calculation(1)

Outlaw Tech(2)

K4-Security Droid(3)

Recon Specialist(3)

Syndicate Thug(18)

Y-Wing

-Twin Laser Turret(6)

-Engine Upgrade(4)

Syndicate Thug(18)

Y-Wing

-Twin Laser Turret(6)

-Engine Upgrade(4)

I found that the Engine Upgrade would of let me shoot quite many times more if I could of escape the boosting enemies behind of me better. But I still like the 'look' of the very first list on this post!

What are you guys thinking of this?

I like this build. I like Bossk but IMO you should not spend too much on him.

Bossk

- gunner

Xizor

- pred

- AT

Pirates x2

Edited by Chief Hugh