Bossk crew, gunner, and ????

By gamblertuba, in X-Wing Squad Lists

Building a list for my 10 year old son. He really enjoyed flying Boba Fett and 3 Khiraldfkafkh's. We just got our Hound's Tooth and I wanted to squeeze in a YV-3K list. I like the Trandoshan Slaver as an option so the entire list is PS2 and we have some points to play with. So the list is probably going to be something like this:

Trandoshan Slaver (29)
Bossk (2)
Gunner (5)
Cartel Marauder (20) x3
Total: 96

Really like the Bossk crew and Gunner combo as you have a very good chance of hurting even high agility targets. But what to do with the last 4 points?

  • Engine Upgrade- not super helpful on PS2 and ideally, you want to slow-roll the YV.
  • Tactician and Anti-pursuit Lasers/Ion Projector- can include a bit of control element
  • Weapons Engineer- can target a long-range or hard to hit opponent, miss, still get TL and focus to use against a range 1 or low-agility target to really bring some pain.

Inertial Dampeners for everyone!

nien

drugs for everyone! (Except the slaver)

will teach wholesome family values, yes?

Greedo.

I'm a huge advocate of the gunner/bossk crew/tactician slaver build. I think it's very underrated.

Guy in group does pretty well with Tactician in third slot. He shifted from Ks to Zs too, and his judgement is pretty sound.

bump the slaver up to razzi then you can spread the wealth

I play a nearly identical list:

Cartel Marauder (20) x 3

Trandoshan Slaver (40)
YV-666 (29), Gunner (5), Tactician (2), Bossk (2), Ion Projector (2)

Not only are they all PS2 but the Slaver is essentially action independent so you want him to fly fast and block up your opponent. Hopefully he causes other ships to bump into him, potentially Ionizing them, then reserves the ability to double stress a target at range two or land a fully modified range one shot (provided the first shot misses).