Bossk / Talonbane / Spacer

By FisherSpassky, in X-Wing Squad Lists

Flying this tonight, and I'm excited because I only get to play X-Wing every few weeks:

Bossk (35)

- Outlaw Tech (2)

- Mangler Cannon (4)

- Engine Upgrade (4)

Talonbane Cobra (28)

- Predator (3)

- Glitterstim (2)

- Engine Upgrade (4)

Cartel Spacer w/title (16)

- Flechette Cannon (2)

I'd like to try it this way, but i'm not convinced about Flechette for the Spacer, or Glitterstim on Cobra. Suggest alternate builds with these three ships?

Also, I have to say that I'm SUPER stoked to fly the Kihraxz for the first time. I know I'm late to the party, but Cobra looks like a potential beast. Any flying tips/tricks on that topic would be appreciated, too.

I'd drop the Flechette and Title for either a K4 security droid on Bossk, or bumo the scyk up to a naked Serissu(?, the one that lets you reroll green dice). Have fun!

I've flown a lot of variations of Bossk, and I personally think the best way to play Bossk is slow (red stop every other turn), thus not necessitating the need for Engine Upgrade. He packs a huge punch with Calculation + Mangler Cannon + Outlaw Tech + K4 Security Droid. For the same amount of points as you're running him now, you should be able to force a lot more damage through. When I played Engine Upgrade on Bossk, it just felt like by the time I actually needed to boost, he was already dead because I flew him up too fast and too close. With Outlaw Tech & K4, you can keep him back and alternate reds and greens for extra actions.

I've run a very similar list before (only a slightly less beefy Talonbane to squeeze in a Glittercrack Black Sun Ace).

You really should drop the Mangler off of Bossk and give him Calculation and a K4 droid instead. K4 is HUGE with the YV-666, even more useful than the Outlaw Tech (which I'm still fond of).

A second reason for dropping the Mangler Cannon is that it can only fire in the main arc, not the auxiliary one. Being able to fire in the full 180 degree arc compliments the "hang back" tactic well.

So, everyone that said drop the Mangler Cannon wins a prize. Lost a close one to a list of Dash / Gemmer / Arvel (with the As working as sort of super blockers). Mangler never helped a bit – wasted points. I will say that hot dice for my opponent and cold on my side played a part, but there it is.

Going to rework with K4 and Calculation (I don't have a StarViper right now, but imagine some Christmas love is coming my way).

Cartel Spacer was the hero in defeat here, by the way. It was mostly because he was just ignored, but he was able to hit and stress someone, most of the turns he was active.

I would be cautious to throw in the towel on Mangler Cannon after one loss. A-Wings are notoriously hard to hit. But if you play anything with 1-2 agility, you'll love the Mango Cannon for the crits it pushes through that turn into 2 hits. Calculation is still good to have WITH Mangler Cannon for 1) the aux arc shots when the cannon can't be used and 2) when you get something like 2 hits and a focus. Turn 1 hit into crit with the Mango Cannon. Turn 1 focus into a crit with Calc. Now you have end up with 3 hits and 1 crit, which is super helpful against anything with a lot of hull. When you pull that Direct Hit with that crit, and end up dealing 5 damage to one ship... you'll want to play MC + Calc every game.

I'm curious how the Flechette Scyk worked out. I've been meaning to try it again. The only time I did, I ended facing Soonitr Fel, so he was always stressed before I could hit him anyway.

I'm curious how the Flechette Scyk worked out. I've been meaning to try it again. The only time I did, I ended facing Soonitr Fel, so he was always stressed before I could hit him anyway.

In my case it did a great job keeping Dash slowed down. He was the first ship I had off the board (unfortunately I'd lost Talonbane to poor flying and bad rolls by that point).