Move Over Brobots… Let the Real Bounty Hunters Do The Job

By VaynMaanen, in X-Wing

Doesn't the mangler cannon only use the actual front arc? I thought the 180 arc was just he primary weapon and have been using calculation.

Doesn't the mangler cannon only use the actual front arc? I thought the 180 arc was just he primary weapon and have been using calculation.

there's one pilot who CAN use mangler in 180' auxillary arc.

but he has low PS, high cost, no EPT and a cool-looking old YV picture with red tint

Doesn't the mangler cannon only use the actual front arc? I thought the 180 arc was just he primary weapon and have been using calculation.

Correct. It's why I'm not overly fond of Bossk with a Mangler Cannon (or any Cannon, for that matter). I think, if you've actually got the points to spare, it's not terrible: you could try and get Grandmaster B along the side/behind the enemy and try and keep him engaged from long range, but that's assuming the enemy won't just beeline for you.

In general I like cannons, and the Mangler will regularly trigger Bossk's ability to make it basically a cheaper HLC. With that said, keeping that primary arc lined up, even with EU, isn't easy. With the exception of Moralo Eval (can use cannons in all 180 degrees), I think it's a slot best left empty on the YV-666. As I've said many times, it's a ship you're best off keeping on the "skinny" side of things. Even Bossk with Daredevil to make tight turns will come out to 46 points once you tack on the Mangler and Engine Upgrade to stop from killing yourself, and that's before you've added any crew members. Throw on a K4 to get some dice modifiers for when you DD, and Grandmaster B is already weighing in at 49 points, which is definitely starting to at least get close to his upper limit. For four less points, Bossk with Calc/VI, EU, K4, Jawa.

Also, I think this is how I'd personally run Bossk+Boba now (I've run em' before, but with slightly different load outs).Boba FettVeteran InstinctsK4 Security DroidSlave-1Extra MunitionsCluster MissilesEngine UpgradeBosskVeteran InstinctsK4 Security DroidOutlaw TechEngine Upgrade

98pts

Initiative bid to give Bossk a chance to take full advantage of VI and not be so vulnerable to high PS arc dodgers, but could always switch it for Calc if you want to put two more points somewhere else (don't think Bossk+VI is really worth it without the bid). Scum Fett is designed to pump out a truly tremendous amount of damage: K4 to TL, then you either Focus or Boost into R1 for Fett re-rolls and unleash hell twice with Cluster Missile attacks. I've run a very similar list to this before (different load out on Bossk), and Double Cluster Fett (haha, finally a use for the Slave-1 title...) basically gives a middle finger to the first two ships he can line up in front of him.

If I did throw on two more points, maybe Seismic Charges on Fett. With PS10 and already a knack for diving into the pile, he should be very well suited to then dropping more damage behind him as he passes.

I really like the idea of clusters.. i think I'm gonna try that tomorrow. That said I'd really like glitterstim, tactician and bombs. Over k4 even.

OP- what are your thoughts on bomb loadout , glitterstim, tactician vs missiles and k4?

On daredevil, as good as it is i think it falls into the EH category.. that is to say it's great but not worth the opportunity cost.

I won't fly a Firespray without Tactician. It really lets you control the range band depending on what you're facing. Getting the stress on an Ace at R2, or go for the R1 to get the extra die and reroll. And having 2 arcs to do it with. K4 seems redundant since you can get the rerolls at R1.

Glitterstim is excellent with 2+ in R1, so I recommend for Boba as well.

Bombs are also great on Boba with VI, specially the ones dropped before maneuver. You're most likely moving last so you'll know if your bombs will hit or not.

I don't mess with ordinance much, specially with constant 3-4 die attacks. Cluster Missiles+Glitterstim fired at R1 might be an interesting combo though.

Doesn't the mangler cannon only use the actual front arc? I thought the 180 arc was just he primary weapon and have been using calculation.

Correct. It's why I'm not overly fond of Bossk with a Mangler Cannon (or any Cannon, for that matter). I think, if you've actually got the points to spare, it's not terrible: you could try and get Grandmaster B along the side/behind the enemy and try and keep him engaged from long range, but that's assuming the enemy won't just beeline for you.

In general I like cannons, and the Mangler will regularly trigger Bossk's ability to make it basically a cheaper HLC. With that said, keeping that primary arc lined up, even with EU, isn't easy. With the exception of Moralo Eval (can use cannons in all 180 degrees), I think it's a slot best left empty on the YV-666. As I've said many times, it's a ship you're best off keeping on the "skinny" side of things. Even Bossk with Daredevil to make tight turns will come out to 46 points once you tack on the Mangler and Engine Upgrade to stop from killing yourself, and that's before you've added any crew members. Throw on a K4 to get some dice modifiers for when you DD, and Grandmaster B is already weighing in at 49 points, which is definitely starting to at least get close to his upper limit. For four less points, Bossk with Calc/VI, EU, K4, Jawa.

I will need to start to quantify how often I use the mangler cannon, but I would assume it's over 50%, as I tend to use Bossk's ability often. You're right in the sense that it will only work for Bossk to stay at range if my opponent doesn't beeline for him, which is the best strategy against this list. But when I charge Boba at them early and mess with their approach by either having them consider tactician, or just plain blocking their path, it buys me time to set up Bossk. Also Boba can sometimes get hit hard enough in the first couple rounds to warrant the enemy to choose him as the primary target, which usually spells doom when Bossk is able to follow and blast them from behind.

This is why the list is so great. It's fast, powerful, and has enough health to last through extended engagements. If one ship is in trouble you can run it away while the other works the target(s) down. Then switch off again.

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)

.......

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!

I flew your list yesterday at my second X-Wing Store Championship. I went 3-2 with the list. There's a brief report here.

I am absolutely enamored with this list. I've only flown it 6 times now (including the 5 rounds of the tournament) and it is so much fun! There is so much to like about it and I think it's a really strong list with lots of potential. I think Veteran Instincts is absolutely fabulous in this list, as is Engine Upgrade. It's funny because in a lot of lists, I eschew Engine Upgrade because if you boost you can't modify dice. But this list is different because if you do a green with Bossk, you still get a target lock and if you boost into range 1 with Fett, he can get a reroll. They melt to concentrated fire, but in my experience, they are also able to throw out huge damage each time they fire.

I found that about half of the time that Bossk generated crits, it was from "Mangler" Cannon. The other times it was just natural. In fact, I also had quite a lot of rolls with 2 crits. This let me cancel one to deal damage to shields and then let the crit go through to hull. It was amazing!

Having the auxillary arcs was also quite powerful for dealing damage more consistently. I think Tactician is also really important, but I don't think I paid as much attention to it as I should have. It definitely made some game rounds very easy, but most of the time I took it for granted. I'll have to focus on it more in the future.

My ideal scenario with this list was to get Fett at range 1 and Bossk at range 3, then use Glitterstim so Fett can weather the onslaught headed his way. Twin Laser Turret messes this up, though, because Fett doesn't get attacked and Bossk takes a bit of a beating, so its important to fly them differently against Twin Laser Turrets.

Thank you so much for sharing this list! I am a convert.

Edited by Budgernaut

My ideal scenario with this list was to get Fett at range 1 and Bossk at range 3, then use Glitterstim so Fett can weather the onslaught headed his way. Twin Laser Turret messes this up, though, because Fett doesn't get attacked and Bossk takes a bit of a beating, so its important to fly them differently against Twin Laser Turrets.

Thank you so much for sharing this list! I am a convert.

I haven't tried this list against TLT but I lose against them every time on every list - what's the strategy to beat them with this build?

I'm not sure, but I think the difference between enemy TLT squads and other enemy squads is that you want BOTH ships to get from outside range 3 to inside range 1 in a single turn. I imagine boost is the best tool for that. Since TLT ships want to control range, they're very likely to just go 1-straight, so hopefully you can predict that.

After you take a range-1 shot, your next maneuver should take you as far as you can get, probably using boost again. You do have an advantage here with the large base. Also, both ships have a 4-straight, which means they're even faster than IG-88.

Edited by Budgernaut

What if you replaced K4 and outlaw with gunner?

My other thoughts to go with this change might be to drop the mangler so you could add add mercenary copilot and feedback array.

What do you think?

Edited by channellockjon

What if you replaced K4 and outlaw with gunner?

My other thoughts to go with this change might be to drop the mangler so you could add add mercenary copilot and feedback array.

What do you think?

Probably not the best idea, although Gunner is a consideration. The combination of 180° arc, Tactician and two attacks is quite deadly. The action economy overall probably wins, though. Getting attack modifiers even when stressed is really good in a stressful meta (a friend gave me serious issues with Kyle Kartarn on his Superdash the other day when I was playing my Panic Convoy 2.0).

What if you replaced K4 and outlaw with gunner?

There is no upgrade that could tempt me to drop K4 Security Droid. Like Admiral Deathrain said, the ability to get a target lock when you're stressed is brutal! And if you're not stressed, you get both of your actions! Also, you can get an action and still bump into other ships, which is actually pretty good for Bossk since that means it's one less enemy ship that gets to shot at you while you get to fire at range 1 into their other ships (assuming they're flying in formation).

Also, I think I rarely missed an attack completely so I don't feel like Gunner would have done much good. Granted, I wasn't facing Stealth Device Soontir or anything like that, but with K4's dice modification, I didn't feel that Gunner would benefit my rolls as much as being able to reroll with the target lock.

My other thoughts to go with this change might be to drop the mangler so you could add add mercenary copilot and feedback array.

What do you think?

I'm not sure what the best way is of guaranteeing crits. However, the "Mangler" Cannon is doing more than giving crits to Bossk for his ability. It lets you go in with Boba and keep Bossk at range 3. At range 3, the enemy still doesn't get a bonus defense die because you use the cannon which is a secondary weapon. This is critical for the first round approach. It also means Bossk usually can get a second defense die for his defense.

However, I do see the benefit of Feedback Array. If someone gets behind Bossk, it can be tough. I think you need to spot ships like that right away and make sure Boba and Bossk take them out before Boba goes down. My opinion is that Feedback Array is fantastic for a casual game, but in a tournament, the last thing you want to do is hurt one of your two large ships in a timed match.

Regarding Mercenary Copilot, I'm not much a fan of that because I already like Range 2 for the Tactician. If you did put Mercenary Copilot on, though, your opponent has to worry about each range: four dice at range 1, stress at range 2, and a free crit at range 3. I think Mercenary Copilot could fit in a build, but not in this particular one.

I've mentioned range 1 a lot and there is something I'm still unsure about. Do you use the "Mangler" Cannon at range 1, or do you go with 4 dice primaries? I chose 4 dice the whole tournament. My friend said afterwards that he would have used the cannon. His argument was that it was easier to get all hits with 3 dice than with 4, so effectively, the "Mangler" was an easier way to get 4 hits than with primaries. My thought was that I could always roll a natural crit with primaries and could potentially come out with 5 total hits. I'm starting to think the "Mangler" shot at range 1 is the better way to go unless the enemy has 3+ defense dice.

My ideal scenario with this list was to get Fett at range 1 and Bossk at range 3, then use Glitterstim so Fett can weather the onslaught headed his way. Twin Laser Turret messes this up, though, because Fett doesn't get attacked and Bossk takes a bit of a beating, so its important to fly them differently against Twin Laser Turrets.

Thank you so much for sharing this list! I am a convert.

I haven't tried this list against TLT but I lose against them every time on every list - what's the strategy to beat them with this build?

I tend to let Boba work one of them down before bringing in Bossk. I try bumping one then making sure I shoot at a target I won't bump next turn. After a few hits you can bring in Bossk and take them out before they can shoot. Once your opponent is down a ship or two, their offense is just not enough to bring both behemoths down, and both ships are so quick that you can run a weak one off and so powerful that the other can finish up the rest.

I've mentioned range 1 a lot and there is something I'm still unsure about. Do you use the "Mangler" Cannon at range 1, or do you go with 4 dice primaries? I chose 4 dice the whole tournament. My friend said afterwards that he would have used the cannon. His argument was that it was easier to get all hits with 3 dice than with 4, so effectively, the "Mangler" was an easier way to get 4 hits than with primaries. My thought was that I could always roll a natural crit with primaries and could potentially come out with 5 total hits. I'm starting to think the "Mangler" shot at range 1 is the better way to go unless the enemy has 3+ defense dice.

It depends on your modifiers. If you have TL, I say go for the primary since the rerolls get you another chance at landing a crit. If you just have focus, Mangler might be the better option, since it'll guarantee a crit unless you blank out, which would miss anyways. If you have both, always primary, there's a chance of you landing 3 hits and a crit, which will be devastating for your opponent.

I've mentioned range 1 a lot and there is something I'm still unsure about. Do you use the "Mangler" Cannon at range 1, or do you go with 4 dice primaries? I chose 4 dice the whole tournament. My friend said afterwards that he would have used the cannon. His argument was that it was easier to get all hits with 3 dice than with 4, so effectively, the "Mangler" was an easier way to get 4 hits than with primaries. My thought was that I could always roll a natural crit with primaries and could potentially come out with 5 total hits. I'm starting to think the "Mangler" shot at range 1 is the better way to go unless the enemy has 3+ defense dice.

It depends on your modifiers. If you have TL, I say go for the primary since the rerolls get you another chance at landing a crit. If you just have focus, Mangler might be the better option, since it'll guarantee a crit unless you blank out, which would miss anyways. If you have both, always primary, there's a chance of you landing 3 hits and a crit, which will be devastating for your opponent.

Good points. I usually always had a target lock. The only time I ever took a focus action was if I didn't already have a target lock from K4. I figured that with only 1 agility, I might as well go for full damage every time and while target locks and focus tokens have the same odds of getting you a hit on a given roll of a die, I liked being able to at least reroll my blanks and eyes instead of getting stuck with blanks and a useless focus token.

I did some math and it does appear 3 attack gunner is a drop of like a quarter damage per shot under 3 attack with focus.

Also, with a focus alone, bossk with mangler cannon does slightly less damage than the range 1 shot. It basically comes down to whether you succeed in the 40 percent chance in rolling a crit.

In the next tournament list I'm in I'm going to try the following:

Boba Fett

Cluster Missiles, Engine Upgrade, Extra Munitions, Intertial Dampeners, K4 Security Droid, Veteran Instincts, Slave 1.

(54 points)

Bossk

Gunner, Maneuvering Fins, Marksmanship, Tactician.

(46 points)

I feel this list is stronger vs TLT due to cluster missiles, that's up to 11 damage for 2 turns (with multiple dice modifiers). Gunner, Marksmanship and Tactician with Bossk is just a nasty combo. Boba if at range 1 can use cluster missiles and can potentially get a focus and gets to reroll one or more dice of each attack.

Dear OP,

Love the list.

Do you often find yourself taking the Evade action + Glitter with Boba on the initial approach - at R2 (for Tactician), or do you prefer to Engine into R1 and get Glitter + Boba's rerolls?

Dear OP,

Love the list.

Do you often find yourself taking the Evade action + Glitter with Boba on the initial approach - at R2 (for Tactician), or do you prefer to Engine into R1 and get Glitter + Boba's rerolls?

It really depends on the opposing side. If facing an ace like a stressed Soontir I will stay at R2, evade, keep glitterstim for next turn to concentrate fire and hopefully take him out. The stress is better than the damage in this case.

If facing a swarm, I usually plan my approach to be in R1 after my maneuver, so I can get the evade, glitterstim and R1 rerolls. However, sometimes it's better to bump on the initial approach so there's one/two less ships returning fire.

I also agree that this thread is awesome. I am happy that some people are trying something different than just Bro Bots. I get tired of reading all the other threads that say there is no valid Scum list than Bro Bots. I keep thinking of this list and smiling. It just goes to show that there are good lists out there that people just need to try something different sometimes.

With the sneak peak at the Mist Hunter, do you guys think any of those new crew would work well on this list?

I also agree that this thread is awesome. I am happy that some people are trying something different than just Bro Bots. I get tired of reading all the other threads that say there is no valid Scum list than Bro Bots. I keep thinking of this list and smiling. It just goes to show that there are good lists out there that people just need to try something different sometimes.

With the sneak peak at the Mist Hunter, do you guys think any of those new crew would work well on this list?

4-LOM is an interesting choice since you can wait until it'll be most effective (like a kill shot) and 1 ion won't affect the ship. You can then plan ahead to use it again when a 1 straight won't be too much of a disadvantage.

There's still more crew to come in the Jumpmaster expansion, can't wait for that article!

I also agree that this thread is awesome. I am happy that some people are trying something different than just Bro Bots. I get tired of reading all the other threads that say there is no valid Scum list than Bro Bots. I keep thinking of this list and smiling. It just goes to show that there are good lists out there that people just need to try something different sometimes.

With the sneak peak at the Mist Hunter, do you guys think any of those new crew would work well on this list?

the word "TRYING" is key here.

scum ace-lists are too narrow-minded, always having lots of hard-counters.

Crab Bros play to their strength, and are the last line of jouster defense (yes, right, they ARE jousters.

in the deep sea of turrets and aces.

I also agree that this thread is awesome. I am happy that some people are trying something different than just Bro Bots. I get tired of reading all the other threads that say there is no valid Scum list than Bro Bots. I keep thinking of this list and smiling. It just goes to show that there are good lists out there that people just need to try something different sometimes.

With the sneak peak at the Mist Hunter, do you guys think any of those new crew would work well on this list?

the word "TRYING" is key here.

scum ace-lists are too narrow-minded, always having lots of hard-counters.

Crab Bros play to their strength, and are the last line of jouster defense (yes, right, they ARE jousters.

in the deep sea of turrets and aces.

Only playing one bro has a lot of merits. I just played a IG-88 B/Bossk list and it works like a charm, because these two counter each others weaknesses well. Lets not forget that, outside of Stresshog shenanigans, S&V is home of the TLT - Rebels got nothing on UA and R4.

Lots of love to the OP for the post. It's always great to see all the theorycrafting and discussions of what worked and what didn't, but here's another aspect to ask about: Talk in more specifics how you fly this.

In general, you "get Boba up in there" and Bossk "hangs back", but does that mean you split them up from the get-go? Exactly how do you handle when they focus on Bossk and try to melt him with his crummy 1 agi? Lists are great, how they are flown successfully is harder to quantify but much more critical. Even a pro can take a great built and mis-fly it horribly.

If Bossk spends a lot of time running scared, he isn't shooting since he has zero firepower on the back 180 of his arc. Hug asteroids? Sorry if this seems odd to ask or "it seems so simple/obvious" to others, but I like to hear HOW someone flies a list, not just to components. The how illustrates the "why" of the components a lot better, IMHO.

Lots of love to the OP for the post. It's always great to see all the theorycrafting and discussions of what worked and what didn't, but here's another aspect to ask about: Talk in more specifics how you fly this.

In general, you "get Boba up in there" and Bossk "hangs back", but does that mean you split them up from the get-go? Exactly how do you handle when they focus on Bossk and try to melt him with his crummy 1 agi? Lists are great, how they are flown successfully is harder to quantify but much more critical. Even a pro can take a great built and mis-fly it horribly.

If Bossk spends a lot of time running scared, he isn't shooting since he has zero firepower on the back 180 of his arc. Hug asteroids? Sorry if this seems odd to ask or "it seems so simple/obvious" to others, but I like to hear HOW someone flies a list, not just to components. The how illustrates the "why" of the components a lot better, IMHO.

Deployment is very much match up dependent, and if you can pass initiative you can react to the deployment of your opponents ships. In one example, I went up against a Whisper/Soontir/TIE FO (forget which) list and I passed initiative. He placed the FO and Soontir on one end (in this example lets say left), and then Whisper on the right. I set both Bossk and Boba up on the right side (in front of Whisper). Guess who was the one caught running?

I don't let the 1 agility force me to play defensively with Bossk. He is what you would consider a "glass cannon", but is beefy enough to handle some hits if he gets in trouble. With 4 straight and 3 bank and 3 turns white, he can boost and either get out of dodge and reengage later if the going gets tough, or use the auxilary arc to get into some blind spots and still return fire. the 1 agility won't be a factor if he's not getting shot at.

I won't get into too much more detail, as I might be planning on flying this list at Store Champs this Saturday, and I'd hate to give away my strategies to any Bothan spies lurking on the boards >_> Hope that bit helped though!

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!

I'm going to make one change to this list. Swap out Mangler Cannon on Bossk for Cluster Missiles on Boba.

Cluster Missiles at range 2 double triggers Tactician.

Cluster Missiles at range one gets rerolls from Boba's ability, and Glitterstim is there. This means that you're likely firing these modified and potentially double stressing something. In a match up against 2 similarly beefy targets the Cluster Missiles will do a ton of damage for you, and unless you're facing a Soontir (******* Soontir) it's going to put the hurt on an ace too.

You have very good taste sir. Whenever I think viable scum builds I now think of your build in addition to brobots/brobabots.

Edited by ParaGoomba Slayer