Need some opinions on a good wingmate (mates?) for Imp Boba

By Scopes, in X-Wing Squad Lists

Here's what I have thus far: http://tinyurl.com/nvjq5ch

Ship Total: 55

What to pair with? Anyone run a loadout similar to this? I know that Imp Boba isn't exactly a popular choice, but I've got a FLGS tournament on 1/9 and I am looking to go outside the local meta (mostly Thug Lyfe, Phantoms, Fat Turrets, and Poe).

Any options would be appreciated. I do have 2 Krazxxox;khaew so I have 2 Crackshot cards.

I usually run Vader, Juno, Echo, Turr, Zeta Ace, Maarek, or the odd Defender in some form or fashion when I build lists.

That's a Boba with a lot of choices to make each turn. Target Lock? Boost? Daredevil? Shoot the primary out of front or rear arc? Fire the missile? The Ion Cannon?

I ran a version of this a few waves back, handled pretty nicely:

Boba Fett (39)
Veteran Instincts (1)
Tactician (2)
Rear Admiral Chiraneau (46)
Veteran Instincts (1)
Ysanne Isard (4)
Navigator (3)
Engine Upgrade (4)
Total: 100
Turns the Rear Admiral into somewhat of an arc dodger while creeping up.

Why do you have the Slave I title when you aren't using Proton Torpedoes? Is it just because it's thematic? It's okay, I do that too. If you have Extra Munitions, have you considered adding that?

Your Fett seems really focused on mobility. I would want to leverage that with a higher pilot skill. How about Veteran Instincts instead of Daredevil? Also, if you plan to boost a lot, you won't have offensive modification. What about Predator on Fett?

Ooh, how about:

Boba Fett (39), Veteran Instincts (1), Adv. Homing Missiles (3), Navigator (3), Engine Upgrade (4), Slave I (0), Extra Munitions (2), Proton Bombs (5).

It's 57 points total. I dropped the Ion Cannon. I get why you had it and you could totally keep it instead of Proton Bombs if you wanted, but this build turns Fett into a critical damage machine.

But enough about critiquing your Fett. You wanted to know what to pair him with, not what was wrong with him. I think you'll want very mobile ships that can get in and capitalize on any crits from Adv. Homing Missiles and that can avoid Proton Bombs, if you include those. With that in mind, I think you want to go with Darth Vader. I flew Vader and Fett a ton last year in December and really enjoyed it. Both of them are even better now because of the TIE/x1 and Advanced Targeting Computer and because of Extra Munitions on Fett.

Why do you have the Slave I title when you aren't using Proton Torpedoes? Is it just because it's thematic? It's okay, I do that too. If you have Extra Munitions, have you considered adding that?

Your Fett seems really focused on mobility. I would want to leverage that with a higher pilot skill. How about Veteran Instincts instead of Daredevil? Also, if you plan to boost a lot, you won't have offensive modification. What about Predator on Fett?

Ooh, how about:

Boba Fett (39), Veteran Instincts (1), Adv. Homing Missiles (3), Navigator (3), Engine Upgrade (4), Slave I (0), Extra Munitions (2), Proton Bombs (5).

It's 57 points total. I dropped the Ion Cannon. I get why you had it and you could totally keep it instead of Proton Bombs if you wanted, but this build turns Fett into a critical damage machine.

But enough about critiquing your Fett. You wanted to know what to pair him with, not what was wrong with him. I think you'll want very mobile ships that can get in and capitalize on any crits from Adv. Homing Missiles and that can avoid Proton Bombs, if you include those. With that in mind, I think you want to go with Darth Vader. I flew Vader and Fett a ton last year in December and really enjoyed it. Both of them are even better now because of the TIE/x1 and Advanced Targeting Computer and because of Extra Munitions on Fett.

Wow. Thanks so much. Awesome post!

I was thinking of Vader as well.

I have a variant build of this Fett that give him EM via the Slave 1 title. It's actually really similar to the one you suggested.

Thanks again! Lots to plan with now!

That's a Boba with a lot of choices to make each turn. Target Lock? Boost? Daredevil? Shoot the primary out of front or rear arc? Fire the missile? The Ion Cannon?

I ran a version of this a few waves back, handled pretty nicely:

Boba Fett (39)
Veteran Instincts (1)
Tactician (2)
Rear Admiral Chiraneau (46)
Veteran Instincts (1)
Ysanne Isard (4)
Navigator (3)
Engine Upgrade (4)
Total: 100
Turns the Rear Admiral into somewhat of an arc dodger while creeping up.

Great ideas!

Question about the Decimator: Do you personally tend to fly that ship as a tank and just wade into the middle of the fracas, or do you keep it on the fringes? I don't imagine it can handle focused fire much better than any other ship.

Why do you have the Slave I title when you aren't using Proton Torpedoes? Is it just because it's thematic? It's okay, I do that too. If you have Extra Munitions, have you considered adding that?

Your Fett seems really focused on mobility. I would want to leverage that with a higher pilot skill. How about Veteran Instincts instead of Daredevil? Also, if you plan to boost a lot, you won't have offensive modification. What about Predator on Fett?

Ooh, how about:

Boba Fett (39), Veteran Instincts (1), Adv. Homing Missiles (3), Navigator (3), Engine Upgrade (4), Slave I (0), Extra Munitions (2), Proton Bombs (5).

It's 57 points total. I dropped the Ion Cannon. I get why you had it and you could totally keep it instead of Proton Bombs if you wanted, but this build turns Fett into a critical damage machine.

But enough about critiquing your Fett. You wanted to know what to pair him with, not what was wrong with him. I think you'll want very mobile ships that can get in and capitalize on any crits from Adv. Homing Missiles and that can avoid Proton Bombs, if you include those. With that in mind, I think you want to go with Darth Vader. I flew Vader and Fett a ton last year in December and really enjoyed it. Both of them are even better now because of the TIE/x1 and Advanced Targeting Computer and because of Extra Munitions on Fett.

One more question...what do you think about Expert Handling as an option? Can large-base ships really make good use of a BR action? I hope this question isn't too vague. I really like the idea of VI...that's one of my "go to" EPTs.

For our pal Imp Boba Fett, his main issue is creating reliable red/green dice. I've seen him played plenty of times over the years, and without some form of token stacking or Rerolls, he always seems to fall short of what players want, including the times I've played him. My recommendation is to drop the Daredevil for Predator or drop the Navigator+Adv Homing Missile for Gunner.

Either way, I'd drop the Adv Homing Missile since it takes a TL to use, which may not be an action you take very often, seeing as there is boosting and what not to contend with. It will also be contending with your forward arc use of the ion cannon, which, if you are going to take, you should commit to using :P

That puts us at either 52 or 54 pts for Boba. I like the 52 pt build since you still get Navigator:

Boba + Pred + Navigator + Engine + Ion Cannon + Slave 1

At 52 pts, you can sneak in 4 X Academy Pilots with the remaining 48 pts. Not a bad option, but maybe not the best for the current meta. You can also do:

Soontir + PTL + Stealth Device + Autothrusters (35pts)

Academy Pilot (12pts)

48 pts total

This one is probably pretty good, letting both Boba and Soontir play as solid end game ships.

We can experiment with the new named FOs though, since they slot in pretty well at this amount of pts. I've really been liking both of these pilots as of late:

Omega Leader + Juke + Comm Relay (26pts)

Zeta Leader + Wired (21pts) (can add Weapons Guidance or Comm Relay if you drop the Ion Cannon on Fett)

48 pts

Or some interceptor spam:

Saber Squadron Pilot + PTL (24pts)

Saber Squadron Pilot + PTL (24pts)

(Could be Royal Guards if you drop Fett's Ion Cannon)

48pts

Or some Crackshot Ties:

Black Squadron Pilot + Crackshot (15pts)

Black Squadron Pilot + Crackshot (15pts)

Scourge + Crackshot (18pts)

48pts

At that point it's up to what you think you can play with to pull out a win.

Edited by phild0
One more question...what do you think about Expert Handling as an option? Can large-base ships really make good use of a BR action? I hope this question isn't too vague. I really like the idea of VI...that's one of my "go to" EPTs.

I don't fly imperial firesprays so keep that in mind, but i do fly all versions of the scum firespray.

Anyway in my experience this is a ship that while it won't be crippled by stress really prefers to be stress free. On that note EH can be fantastic [DD too] but it's overall not worth the trade off except on scum kath due to her ability and unique fighting style. I would suggest just EU instead. Both can be excellent but your too heavy on pts then IMO plus EU jives better with the dual arcs.

I suggest losing the missiles altogether, changing DD for VI or else predator and in the imps case I'd say its gotta be navigator over tactician although tactician is solid too.

Then seriously consider a bomb loadout, especially if your running VI. Theres nothing quite so dirty as catching a decimator with an ion bomb and saying GG as it careens off the table.. although emon does it better. Honestly I'd like to convince you to run the scum firesprays lol they're straight better. But if not thats what I got.

One more question...what do you think about Expert Handling as an option? Can large-base ships really make good use of a BR action? I hope this question isn't too vague. I really like the idea of VI...that's one of my "go to" EPTs.

I don't fly imperial firesprays so keep that in mind, but i do fly all versions of the scum firespray.

Anyway in my experience this is a ship that while it won't be crippled by stress really prefers to be stress free. On that note EH can be fantastic [DD too] but it's overall not worth the trade off except on scum kath due to her ability and unique fighting style. I would suggest just EU instead. Both can be excellent but your too heavy on pts then IMO plus EU jives better with the dual arcs.

I suggest losing the missiles altogether, changing DD for VI or else predator and in the imps case I'd say its gotta be navigator over tactician although tactician is solid too.

Then seriously consider a bomb loadout, especially if your running VI. Theres nothing quite so dirty as catching a decimator with an ion bomb and saying GG as it careens off the table.. although emon does it better. Honestly I'd like to convince you to run the scum firesprays lol they're straight better. But if not thats what I got.

I think I see what you mean with EU being better for the dual arcs...I'm not used to flying a ship that has two arcs (although I do occasionally play turreted ships, but I mean occasionally in the truest sense of the word).

Fly Scum? Surely you jest. :P My son, however, likes the way you think.

For our pal Imp Boba Fett, his main issue is creating reliable red/green dice. I've seen him played plenty of times over the years, and without some form of token stacking or Rerolls, he always seems to fall short of what players want, including the times I've played him. My recommendation is to drop the Daredevil for Predator or drop the Navigator+Adv Homing Missile for Gunner.

Either way, I'd drop the Adv Homing Missile since it takes a TL to use, which may not be an action you take very often, seeing as there is boosting and what not to contend with. It will also be contending with your forward arc use of the ion cannon, which, if you are going to take, you should commit to using :P

That puts us at either 52 or 54 pts for Boba. I like the 52 pt build since you still get Navigator:

Boba + Pred + Navigator + Engine + Ion Cannon + Slave 1

At 52 pts, you can sneak in 4 X Academy Pilots with the remaining 48 pts. Not a bad option, but maybe not the best for the current meta. You can also do:

Soontir + PTL + Stealth Device + Autothrusters (35pts)

Academy Pilot (12pts)

48 pts total

This one is probably pretty good, letting both Boba and Soontir play as solid end game ships.

We can experiment with the new named FOs though, since they slot in pretty well at this amount of pts. I've really been liking both of these pilots as of late:

Omega Leader + Juke + Comm Relay (26pts)

Zeta Leader + Wired (21pts) (can add Weapons Guidance or Comm Relay if you drop the Ion Cannon on Fett)

48 pts

Or some interceptor spam:

Saber Squadron Pilot + PTL (24pts)

Saber Squadron Pilot + PTL (24pts)

(Could be Royal Guards if you drop Fett's Ion Cannon)

48pts

Or some Crackshot Ties:

Black Squadron Pilot + Crackshot (15pts)

Black Squadron Pilot + Crackshot (15pts)

Scourge + Crackshot (18pts)

48pts

At that point it's up to what you think you can play with to pull out a win.

Good stuff. I've looked at the mini-Crackswarm as well, but I only have two K-fighters. I am going to the FLGS today, and I've not spent any money on the game in 48 hours, so...

Funny...my original build had Boba with twin Sabers. I may yet revisit that.

I love flying this loadout for Zeta Ace:

Zeta Ace

PTL

EU

Comm Relay

I enjoy flying Soontir as well.

Thanks...you've also given me lots to experiment with.

So...went 3-1 with this build today. I liked it and had fun flying it. I was able to unload at least 50% of Fett's ordinance in every game.

Vader...I had Juke on him, which I wasn't able to proc but once in 4 games. Usually, my opponent had a focus token which would have just been used to switch the juked die back to a hit. Oh, well. Perhaps Predator on Vader? What about PTL? I had someone suggest that, of all things.

Lost to Dash/Outrider/HLC/R2D2 Plus two naked Daggers.

Beat Whisper/Echo/Curse, TLT Vander/R5 P9 Biggs/R7 Misson, and Weapons Engineer, IC Jendon/SPA Sigma/SPA Sigma. In the first and last game, I tabled the opponent. In fact, against the Whisper/Echo/Curse, my ships suffered no hits...very rare for me to accomplish that. Against the Rebel build, it came down to Vader vs. Biggs, which was a lot tricker than it sounded due to some good piloting and rolls by the Biggs player. In the last game, Fett was down to 3 hull and Vader was untouched when I destroyed the last Sigma. I swapped Juke for Lone Wolf in the last game but never needed to use it, oddly enough. I was either rolling well enough or was within Range 2 of Fett (which didn't occur very often that game).

In the game I lost, I was able to destroy Dash, but not before Vader was lost. By that point, Fett was at 1 hull, and didn't last long. I was able to extend the game 3 - 4 extra turns, but the B wings had too many shield tokens to get through. In that game, though, I was able to drop both bombs and fire both AHM. Dash still had 3 shields when he finally blew up (Direct Hit, -1 Agility, Major explosion which he rolled another hit...a crit, if I remember). Both B-wings had a crit from the other proton bomb, but one had 2 shields and the other 5. I wasn't rolling a lot of hits with the rear arc as well.

I had no idea how to approach that build...I don't think my list is built to joust with two B-Wings, and Dash is just plain annoying.

Is this a tournament-worthy build? Is the MOV nerf a cause for concern for this build? What lists will give this one fits (I think TLTs for sure). Any opinions are welcome! I have two tournaments back - to - back weekends and am wondering if this is the build I want to use.

Edited by Scopes

Am thinking of switching Vader for Echo...maybe allows me to hit opponent's ships harder.

Something else to consider is the points ... I like my Firespray to be at 50 or 51 points .. with the new half health scoring, this means that they would be 25 points if half the hit points are gone ..

And that juke on Vader you mentioned .. always make your opponent spend the focus token .. even if its the last attack of the round, just a good habit to get into...

I am a big fan of Mr. Fel. His maneuvering is sick, hits hard, and paired up with PTL gets a free focus just about every round.

For the Fet, proton bombs. (Agree to dropping ion cannon.). Have him streak into the thick of it, even bumping to disrupt thier strategy, and drop that wonderfully-nasty bomb. Then have Soontir trailing quickly behind with lots of red dice. Throw an academy-gnat in there just to annoy and give you humor as he takes out the last health on enemy ships. You can even say "pew-pew" as his two little cannons attack ships without tokens. (They would have already spent them against Fet and Fel)

My two cents....

Firespay/Imp Fet-Slave 1

Predator

Extra munition

Proton bomb

Engine upgrade

53 points

Soontir Fel

Royal Gaurd Tie

Autothrusters

Hull upgrade

Push the limit

35

Academy pilot

12

Would Juno better be a good fit? Movement shenanigans.

http://tinyurl.com/gubxk8g

Fett/Slave 1

HLC

EM

AHM

ProtoBombs

Navigator

EU

Juno Elipse/Tie X1 Title

PTL

Mk II Engines

Prockets

ATC

100 Points on the dot.

Went 2 - 2 in a FLGS Winter Event. Finished 8th out of 18.

In my two losses, I played these builds:

Game 3: Mandalorian Merc, Twin TLT Thugs

Game 4: 2 x FCS BWings, TLT Gold, VI/PTL/CR Jake

How are you supposed to beat TLTs? They say R1 but it's tough to do...or at least it't a lot tougher than I thought. Twin FCS B wings are awful as well. You can't joust them, and I spent both games I lost playing defense with Vader. In 2 games, he got a total of 2 shots off.

I know that's an indictment of my ability as a player, but how to fix? I was afraid to expose Vader to TLT fire, and in both games my opponent created overlapping fields of fire very, very, well.