I've been having some thoughts about the YV-666 and the possible different builds with it, but have only had the one chance to fly it yet, so I thought I might put a few ideas down here and see what people thought and get the benefit of some greater experience...
Firstly, some builds for the named pilots:
Bossk:
You want to cause crits, but also make sure you can hit things. I really like the idea of using HLC with Calculation or marksmanship to get the extra crit over a mangler cannon. I think the synergy with recon spec and calculation seems decent, with the chance to spend both focuses to get a decent chance of hitting for lots. I also think an engine upgrade is great on Bossk, given his high-ish pilot skill. I think this build is quite a glass cannon, so I'd be looking to pair it with something to distract attention away from him. TLT Ys seem appropriate atm.
Bossk (YV-666), Calculation, Heavy Laser Cannon, Recon Specialist, Engine Upgrade (50)
Syndicate Thug (Y-Wing), Twin Laser Turret, Unhinged Astromech (25)
Syndicate Thug (Y-Wing), Twin Laser Turret, Unhinged Astromech (25)
If you can afford a few more points on him, I wonder about K4 Security Droid and/or Outlaw Tech to maximise tokens, or Greedo to turn one of those hits back into a crit.
Syndicate Thug (Y-Wing), Twin Laser Turret, R4 Agromech (26)
Syndicate Thug (Y-Wing), Twin Laser Turret, R4 Agromech (26)
However, from the one outing I had with it, it seems very fragile for a (fairly) high cost large base ship. I think until Scum get a defensive buff card for it it's likely to work best as a stripped-down cheap build. The three upgrades that come to mind are Bossk, Gunner and Tactician. All 3 is 38 points has some good potential, but so has putting just the tactician on, and that leaves you room for glitter stim on 3 marauders.
Cheerio,
Ben
Trandoshan Slaver (YV-666)