Witch squad for upcoming tournament?(S&V)

By Zazaa, in X-Wing Squad Lists

Whitch one of these two squads should I take for next tournament?

#1

Bossk(35)

YV-666

-Elusiveness(2)

-Mangler Cannon(4)

-Tactician(2)

-Gunner(5)

-Engine Upgrade(4)

Syndicate Thug(18)

Y-Wing

-Twin Laser Cannon(6)

Syndicate Thug(18)

Y-Wing

-Twin Laser Cannon(6)

or

#2

Bossk(35)

YV-666

-Mangler Cannon(4)

-Tactician(2)

-Gunner(5)

-Hounds Tooth(6)

Syndicate Thug(18)

Y-Wing

-Twin Laser Cannon(6)

Syndicate Thug(18)

Y-Wing

-Twin Laser Cannon(6)

Idea of #1 was to give extra maneuverability for Bossk to get better arc coverage and that Elusiveness is better way of defending for very low agility ship like HT is.. #2 is trying to take advantage from Nashtah Pup, relaying that my opponents won't wan't him on the field in early game when it matters more than in end game. That could protect Bossk for being shot at that much in early game and work as defensive upgrade. Tactician with gunner is just fun way of controling enemy ships. And TLT's are just darn good balance around Bossk, they have nice synergy together! :)

So what you guys think about this? Any ideas?

Elusiveness is garbage. Do yourself a favour and burn the card :P

I took it to a tournament some time ago. Played in 4 games. All I did was end up stressing myself for no benefit. It did not change a single enemy crit/hit result into anything but another hit/crit result (multiple uses across 4 games!!!).

Edited by blade_mercurial

Gonna have to disagree with blade_mercurial on the total value of elusiveness, I use it all the time to save Howlrunner from perfect attack rolls, but a TIE has better green options to clear the stress and I almost never K-turn. YV-666 on the other hand, although there's plenty of green, there's also some red maneuvers that you might actually want to do, particularly the hard stop is when you would most want that defensive bonus but can't use Elusiveness while stressed. On a low agility, high health ship like Hound's tooth it's value is probably less useful than putting the slot or points toward something else. My suggestions for those two points would include a couple options to discourage others from getting too close like Saboteur, Intel Agent+Determination, maybe even Feedback Array.

As far as using the Hound's Tooth Title, it's a double edged thing in a tournament setting because of how the Margin of Victory rules work against you, there was some discussion about this on another thread. Basically the rule for large ships is that they get half points for half damage (so if they strip your shields on HT they get half of all the points you loaded up) additionally they do get the full points if they destroy Hound's Tooth, even though you still have the Pup out there, which is then worth one additional point if they destroy it :(

What about this?

Lets call it #3...

Bossk(35)

YV-666

-Wired(1)

-Mangler Cannon(4)

-Tactician(2)

-Gunner(5)

Kavil(24)

Y-Wing

-Twin Laser Turret(6)

Spice Runner(16)

HWK-290

-Twin Laser Turret(6)

-Greedo(1)

I was quite happy with this one. Now I am not sure who is the most dangerous target that would need to be taken out first. Kavil with four dice tlt is very dangerous, Spice Runner with greedo is very effective what I have played before using hwk with greedo and being last to shoot it will have good chance to cause those face-up damages after others have grinded down those shields. Bossk is always a killer with that mangler and needs no extra introducing :D

Edited by Zazaa

Kavil really wants an unhinged...

If you are going to put Gunner on Bossk, I feel that marksmanship is a must. The Synergies between gunner + marksman + bossk's ability are so good.

Bossk w/ marksmanship, tactician, k4 droid, gunner & engine = 52

2 thugs w/ twin laser turrets = 24 x 2

100

Or trade 1 thug for a spice runner w/ twin laser & greedo, leaving you 1 point to put an unhinged on the remaining thug...

Kavil really wants an unhinged...

If you are going to put Gunner on Bossk, I feel that marksmanship is a must. The Synergies between gunner + marksman + bossk's ability are so good.

Bossk w/ marksmanship, tactician, k4 droid, gunner & engine = 52

2 thugs w/ twin laser turrets = 24 x 2

100

Or trade 1 thug for a spice runner w/ twin laser & greedo, leaving you 1 point to put an unhinged on the remaining thug...

I was favoring Unhinged Astromechs before in my Y-Wings, but then I realized that those TLT's have such a good range that I don't feel like they really need them that much. I find that when you have TLT's that flying is very easy and you don't have to do crazy maneuvers either.

I would take Unhinged if I would use Autoblaster Turret or just Blaster Turret and then they would be very useful!?