After listening to the latest podcast of NOVA Squadron and the state of the meta, I decided it would be a good time to introduce a list that I’ve been running for a few months with lots of success. Having gone toe to toe with the most popular builds in the meta, I believe this is a true powerhouse build for the Scum & Villainy faction. It features 2 of the galaxy’s fiercest bounty hunters, Boba Fett and Bossk. I call this list “Any Methods Necessary”:
99 points
Boba Fett (48)
Firespray-31 (39), Veteran Instincts (1), Tactician (2), Glitterstim (2), Engine Upgrade (4)
Bossk (51)
YV-666 (35), Veteran Instincts (1), “Mangler” Cannon (4), K4 Security Droid (3), Tactician (2), Outlaw Tech (2), Engine Upgrade (4)
To really explain how this build works, I decided to show how this list expels some common misconceptions about the Scum & Villainy faction:
MISCONCEPTION: The YV-666 is not good enough to be competitive
With a full stop maneuver and no k-turn, the YV-666 is usually branded as the "Space Cow of the Scum faction". However, just a quick look at the rest of the dial shows how much more maneuverable the YV-666 is than the Lambda Shuttle. And with the right load out, you can use this entire dial for excellent action economy and maneuverability, and taking full advantage of that 180° arc.
The YV-666 offers 1 banks and 1-3 straight green maneuvers. Combined with K4 Security Droid, this gets you a free Target Lock, which you can then increase its strength with a focus action, or boost for better positioning. This also helps once the fight starts to get close, as even if the maneuver gets blocked, you still obtain a target lock, making your offensive power very consistent throughout the battle.
The full stop can be a predictable maneuver, but an effective one. Since there is no K-turn on the dial, a full stop can keep your opponent in front of you for several more turns than you otherwise could. Outlaw Tech makes this maneuver much more efficient by providing a focus to use on your roll. This also opens up the use of the 2 turn, which is red. When you have the room, the 3 white turn is definitely the better option, but sometimes the 2 turn can squeeze you into some tight corridors in the asteroid field. I use this maneuver very liberally, as it still provides a focus token and usually surprises the enemy.
In addition to this great dial, Bossk’s ability is particularly effective when coupled with the Mangler Cannon, which automatically makes a hit to a crit to help trigger his ability. Turning 1 crit to 2 hits essentially makes the mangler cannon act as a heavy laser cannon for the cheap price of 4 points! The shot does need to hit though, which is why Boba shooting before him is critical as it can help clear out some tokens off the more elusive targets before you take your shot with Bossk.
MISCONCEPTION: Scum does not have much to offer in control builds
Though the stressbot is the king of control, the Firespray and the YV-666 offer unique auxiliary arcs that can put Tactician to great use. With PS9 and 10 and a boost action, these ships can trap the likes of Dash, Soontir, and several other PTL ships that can’t afford to be double stressed. Even a single stress is good enough to stop an s-loop/k-turn from an IG for their next maneuver, and offer you a turn or two without return fire while you target the other ship(s) in the build. It is also very effective against the common Palpshuttle + 2 Aces build, to deny the shuttle’s full stop maneuver, or double stress Soontir and take him out of the fight, so you can get behind the shuttle and eliminate it, making it easier to take out the Ace escorts.
MISCONCEPTION: Scum does not have much to offer in ace builds
The popular Brobot build is very effective, however it lacks the pilot skill level to really compete against some of the aces in both the Rebel and Imperial factions. Pilots using Corran Horn or Poe Dameron with VI know how vital it is to keep them out of arcs, so if you’re too aggressive they will use the barrel roll/boost actions to ensure they do not get return fire when closing in on you. Soontir Fel and Vader are equally as maneuverable. As the PS battle continues to rage on in the PS9-10 bracket, Boba and Bossk succeed where Brobots fail. First of all, the list tops off at 99 points, and it is not without reason. Super Dash/Corran usually runs at 100, allowing you to pass initiative to Corran so Boba can move after him. Most Shuttle+2 Aces builds run 99-100 points, at least giving you the chance to also have both your ships move after a squirmy Soontir Fel. And with some excellent auxiliary arcs, you can put yourself in many positions without return fire, which can put your opponent behind early and scrambling to keep their ships alive.
MISCONCEPTION: Scum does not have much to offer in damage mitigation
Corran with R2-D2/FCS, Poe with R5-P9, Miranda Doni with a TLT. Ugh. The ability to regenerate shields while keeping a constant damage output is a strong feature that only the Rebels get to take advantage of. So to stay in the fight against these ships, you need the firepower and your own defenses to last long enough to take down these tough ships. Brobots, with the low hull/shields use range 3 as much as possible to keep autothrusters on and mitigate as much damage as possible. IG-A and IG-C also offer some mitigation options. But the discussion seems to stop there. Though Bossk unfortunately does not have much to offer in the defense department, Boba is one tough ship to crack. At first sight a 2 agility ship does not seem very defensive, but when coupled with his ability, and/or the glitterstim upgrade, you can come out of some engagements unscathed. With 2 enemy ships in range 1, you have about a 75% chance of rolling 2 evades with glitterstim each time on your defense rolls, and you can further increase the mitigation with an evade action since you will have offensive rerolls/focus as well. Even though glitterstim is a one time use, this creates a great alpha strike with Boba against swarm builds, or to use in a pinch in critical engagements. Also moving last makes it easier for you to control the range of engagement.
Hopefully this opens up some options for those scummy pilots out there looking for something besides Brobots or “Thug Life” for use in competitive play. This faction has some excellent abilities which make them unpredictable to play against. I can confidently say I’ve found a build that helps show some of their other strengths, and laid a blue print for some other builds using these excellent ships/pilots!