Best Bossk build?

By Gausebeck, in X-Wing Squad Lists

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

Bossk

- gunner

Xizor

- pred

- AT

Pirates x2

I agree that Bossk will get destroyed quite early in the game so you should max out the damage output vs. point cost if you wan't to be efficient.

All tho, I am not still too sure about the gunner. If I would have 5p to spend on Bossk, I would go with Calculation(1), Recon Specialist(3) and Greedo(1). That would give you some scare factor and some defensive value, not that there is too much point to defence with 1 agility, but for me Bossk seems like all-out attack ship! While others grind that steady damage out for the enemy or that's how my Y-Wings did for my opponent and having them with Hull Upgrades will get chance to stay alive for just a bit longer. And almost every single match I have had with Bossk, he is the first one to go down and that is the first one that everyone tries to attack, must be psychological thing! :ph34r:

How about this kind of Bossk Squad...

Bossk(35)

YV-666

-Calculation(1)

-Recon Specialist(3)

-Greedo(1)

Syndicate Thug(18)

Y-Wing

-Twin Laser Turret(6)

Syndicate Thug(18)

Y-Wing

-Twin Laser Turret(6)

Binayre Pirate(12)

I did try to use my knowledge from Bossk that I have observed in my games to overcome those obstacles or take advantage out of the weak points that it has.

The problem with Bossk is that it often is the #1 target and being that gets him killed quite fast, because that agility 1 there is no way that he will be surviving too long in concentrated fire and having 'only' 12 hit points won't make him last that even that long. So that unravels some problems. Bossk need some good point economy, but it has so many slots to fill that it is easy to fall in the first trap, overloading him with points, so I tried to find some build that takes all out of his pilot ability and there is not many more economic way of doing it than Calculation and that works even better with the Recon Specialist and that has chance to give you one extra evade as well, but it would mostly and should mostly be used for attacks. To my opinion Greedo fits there very well, once you know that this ship will get blown up in pieces just in matter of few turns, why not go with style and use that for extra aggression and counterbalance that loss of crits that comes from Bossks ability to change those crits to double hits. Greedo is double edged sword but once you have the suicidal mind set you are ready to sacrifice it while your other ships are doing the actual work behind.

I have not tried this particular build yet, but I will take it out tomorrow against Rebels. I have played similar squads, but not with four ships and I think that having a that extra ship there, Z-95 is good ship to block and give small but annoying damage while those Y-Wings are grinding steady damage against the top targets while they are busy to kill your Bossk. After the Bossk is killed or if you are lucky it will be still hanging there, you can finish those remaining ships quite easily with TLT's at best scenario :)

Bossk has been surviving pretty well in my games, arc dodging with Daredevil. Plus everyone prefers to shoot at Palob :) . I played a couple games yesterday. The first was an easy win vs. KAAAA, but the second was uncertain (had to stop due to time) vs. Palp + aces.

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

Palob Godalhi + Twin Laser Turret (26)

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

vs.

Soontir Fel + Push the Limit + Autothrusters + Stealth Device + Royal Guard TIE (35)

Carnor Jax + Push the Limit + Autothrusters + Stealth Device + Royal Guard TIE (34)

Omicron Group Pilot + Emperor Palpatine (29)

I was able to focus down the shuttle pretty quickly. I set up N'Dru opposite it and charged down the board, getting Cluster Missiles off on round 2. In the meantime, I managed to dodge past the aces with Bossk and N'Dru by slow-rolling the first turn (stop and 1-forward) and then charging forward on turn 2 so he overshot and had to swing around. Looking good so far, but after the shuttle went down I still had a lot of trouble hitting the aces. When we had to stop I had Carnor down to 1 hull, but Soontir was untouchable. I had lost Palob, but Bossk was still pretty healthy and N'Dru was undamaged.

Palob certainly helps vs. aces by stripping tokens, but I'm thinking what would really help is something like Gunner on Bossk. I'd drop Mangler Cannon for it, but that's a point short. For the last point, I could replace Lone Wolf on N'Dru with Crack Shot. Or I could even replace N'Dru with two Binayre Pirates. N'Dru can be tough to use (especially midgame), but he's a big part of why the list works well vs. low-agility targets, and I'd hate to lose that.

Another option would be to drop Mangler and K4 for Gunner + Tactician. That's a nice combo to have, but I'm not sure trading K4 for Gunner would help overall accuracy. Perhaps even:

Bossk + Gunner + Tactician + Predator + Engine Upgrade (49)

I'd actually be more worried about losing Daredevil than losing a source of crits -- Bossk's ability is a great bonus, but it comes up often enough on its own that I don't think you have to build around it. If what I want is better performance vs. aces, Daredevil is a big reason Bossk is able to keep them in-arc.

I would like that Daredevil for Bossk, but that is one of those rare cards that I don't have in my collection. Maybe I could try to compensate that with Expert Handling. Like this..

Bossk(35)

YV-666

-Expert Handling(2)

-Mangler Cannon(4)

-K4 Security Droid(3)

-Gunner(5)

Palob Godalhi(20)

Hwk-290

-Twin Laser Turret(6)

-Greedo(1)

Syndicate Thug(18)

Y-Wing

-Twin Laser Turret(6)

I quite like Palob and he might be one solution to keep Bossk alive for longer because he is very very annoying with his Pilot Ability. I was also thinking to make sure that my opponent really wants him first was to add Greedo and TLT. I am not sure how well that Expert Handling would add maneuverability for Bossk, but it is better than nothing and seeing how well YT-2400 does with barrel roll this might be actually worth it. Only issue I see here is that Bossk loses his actions when barrel rolling and that means that I could only get Target Lock from K4 with green maneuver but not Focus so I figured out that Gunner might just give some extra re-rolls to compensate lack of actions..

Bossk, Palob, and Thug is another good option. TLTs are always solid, and it's probably easier to fly than Bossk, Palob, and N'Dru.

I thought about Expert Handling on Bossk but haven't actually tried it yet. It can help with dodging arcs, but it's unlikely to help you get more shots because of Bossk's 180 degree arc. Barrel rolling doesn't moving anyone in or out of arc except for the little bit you can move forward or back. Still, it's a lot cheaper than Engine Upgrade + Daredevil.

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

Bossk

- gunner

Xizor

- pred

- AT

Pirates x2

I agree that Bossk will get destroyed quite early in the game so you should max out the damage output vs. point cost if you wan't to be efficient.

All tho, I am not still too sure about the gunner. If I would have 5p to spend on Bossk, I would go with Calculation(1), Recon Specialist(3) and Greedo(1). That would give you some scare factor and some defensive value, not that there is too much point to defence with 1 agility, but for me Bossk seems like all-out attack ship! While others grind that steady damage out for the enemy or that's how my Y-Wings did for my opponent and having them with Hull Upgrades will get chance to stay alive for just a bit longer. And almost every single match I have had with Bossk, he is the first one to go down and that is the first one that everyone tries to attack, must be psychological thing! :ph34r:

Interesting build I like that idea.

Try using Deadeye on N'Dru for the Cluster Missiles. It's cheap and it really helps against aces since you don't have to target lock them (often impossible when you move first).

I find N'Dru and Latts Razzi are natural pals. Latts can use his agility reduction to accomplish the same thing Crackshot would have.

Edited by Democratus

Try using Deadeye on N'Dru for the Cluster Missiles. It's cheap and it really helps against aces since you don't have to target lock them (often impossible when you move first).

I find N'Dru and Latts Razzi are natural pals. Latts can use his agility reduction to accomplish the same thing Crackshot would have.

I'd love to use Latts if only she had an EPT. Still a good ship without it, but as I mentioned elsewhere I've been having a lot of fun with Daredevil on the YV-666. Without an Engine Upgrade -- and even with engine but without Daredevil -- it can be best to fly the YV like a faster shuttle. Keep everyone in front of you as long as you can, then spend a long time turning around. With Daredevil, you can fly much more aggressively. 3 straight (green for K4) plus Daredevil can often let you dodge past enemy ships and turn far enough to keep them in the huge side arc. On a large base, it's a really surprising amount of movement.

Did try a game today with Bossk(Expert Handling+Mangler+K4+Gunner), Palob(TLT+Greedo) and Y-Wing Thug(TLT).. I did won the game and squad worked pretty well. After switching that second TLT Y-Wing to Palob I felt that Bossk is not the main target and it was not in this game, but this squad had better feel to it too. Palobs skill is one factor that made the squad feel that much different, it really shapes your opponents actions and that effects how he plays on the field. And that Greedo really added up for being very annoying ship on the board grinding face up damages and stealing actions. Not sure if I would go with Expert Handling, but it was not bad either, it really helped maneuvering ship through asteroid fields with those banks of three, go figure tho! Bossk and mangler was quite superioir in damage and that K4 and gunner just adds to it.. I did use gunner only once, but that's because my opponent had more low agility ships this time and maybe that Expert Handling would shine more on high agility ships.

I am attending to tournament next sunday and that is the reason I am testing out some of these similar squads. I really wanna play with Bossk there. Last time I had five Kihraxz fighters on tournament setup..

Do you guys think that Wired upgrade could help for Bossk to be more maneuverable? You could do those tight turns of two and gain some value for your attacks and doing those 0. moves as well..

Edited by Zazaa

Hi, new to the game. I was toying with what I'm calling the "Bro Bossk" I want to make sure if I am understanding the game mechanics correctly so any advise is greatly appreciated.

Here we go!

Bossk

PTL

Mangler Cannon

IG-88D

Recon Specialist

K4

Engine Upgrade

IG88-C

PTL

Fire Control System

Mangler Cannon

Glitterstim

IG-2000 title.

if I'm getting this right. Maneuvering: Green move bossk get a target lock, boost get an evade from IG-88 ability, ptl focus (X2 recon specialist)get my stress.

Firing with mangler cannon. Example get hit change to a crit cancel crit for two more hits? using target lock & a focus as necessary. Then IG88 get same benefit from mangler cannon with bossks ability correct?

hope to play this in a Toys for Tots event this weekend. What yall think?

Hi, new to the game. I was toying with what I'm calling the "Bro Bossk" I want to make sure if I am understanding the game mechanics correctly so any advise is greatly appreciated.

Here we go!

Bossk

PTL

Mangler Cannon

IG-88D

Recon Specialist

K4

Engine Upgrade

IG88-C

PTL

Fire Control System

Mangler Cannon

Glitterstim

IG-2000 title.

if I'm getting this right. Maneuvering: Green move bossk get a target lock, boost get an evade from IG-88 ability, ptl focus (X2 recon specialist)get my stress.

Firing with mangler cannon. Example get hit change to a crit cancel crit for two more hits? using target lock & a focus as necessary. Then IG88 get same benefit from mangler cannon with bossks ability correct?

Ya back when the IGD crew came out I had a brobossk list (also called brobossk) that looked like this:

• Bossk YV-666

Veteran Instincts “Mangler” Cannon IG-88D Zuckuss Dengar Inertial Dampeners Maneuvering Fins

• IG88-B Aggressor

Push the Limit Advanced Sensors Heavy Laser Cannon Glitterstim Autothrusters

If you run cannon, consider taking Moralo. Key to remember in your list or any with the crew card is that the ship with the crew card is the only ship that gets the benefit of the other pilots ability. Your IG88-C would NOT get to use Bossk's ability. It's only a one-way benefit, not two.

Seen a few running Bossk as the damage dealer with Quad jumpers as the support ships stripping agility.

With the HLC build that could be brutal but id like to get Ketsu on there too to help him 'hunt down' anything he fails to kill.

I am quite fond of crackshot Bossk w/ Homing Missiles, GC, 4lom, Zuckuss, K4

Paired up Emon Azza, w/ Homing, Dengar, LRS, EM, Connor Net or Cluster.

4 Pts left over for funsies.

It's fun but positioning is super key and both ships can melt rather quickly.

I have been doing quite well with this build out for Bossk. I was thinking of dropping the Tansarii Vet to a Cartel Spacer and add VI to Zuckuss and the title and a 1pt bid for iniative.

Bossk PS9 45pts

VI

Mangler

Dengar

Merc Copilot

Zuckuss PS8 32pts

Adaptability

FCS

Outlaw Tech

Tansarii Point Vet PS6 23pts

Adaptability

Title

Mangler

Bossk PS9 45pts

VI

Mangler

Dengar

Merc Copilot

Zuckuss PS8 32pts

Adaptability

FCS

Outlaw Tech

Tansarii Point Vet PS6 23pts

Adaptability

Title

Mangler

2x Tansarii Point Veteran PS5 (27)

Attanni Mindlink

Heavy Scyk Interceptor

Heavy Laser Cannon

I'd like to see one more ship on the link, as that's what really maximizes it, but if you run the TPVs in a one behind the other formation, and behind Bossk (throw Tac Jammer on him for good measure) you could see quite a bit of damage coming through from all three. Once Bossk goes down, the TPVs should be able to mop up any remnants. Taking Zuckuss out as a pilot, you could throw him in as a crew on Bossk. You could go Party Bus if you wanted to, but up to you. I think Mindlinked Scyks are better than Zuckuss and Spacer. But that's my flying style.

At the very least, I'd consider dropping the Outlaw Tech for 4LOM. Yeah you Ion yourself, but with Zuckuss ability, freezing a token almost always going to benefit you. That gives you 1 point for VI if you want.

Seen a few running Bossk as the damage dealer with Quad jumpers as the support ships stripping agility.

With the HLC build that could be brutal but id like to get Ketsu on there too to help him 'hunt down' anything he fails to kill.

Can you post the list with Bossk and the Quadjumper? Thank you

Seen a few running Bossk as the damage dealer with Quad jumpers as the support ships stripping agility.

With the HLC build that could be brutal but id like to get Ketsu on there too to help him 'hunt down' anything he fails to kill.

Can you post the list with Bossk and the Quadjumper? Thank you

I posted it in my own thread here.

https://community.fantasyflightgames.com/topic/237259-wave-10-testing-all-3-factions-thoughts-wanted/