Fat Bossk List...

By wilsont, in X-Wing Squad Lists

attempt at a Fat Bossk list... thoughts???

FAT BOSSK

100 points

PILOTS

Bossk (64)
YV-666 (35), Calculation (1), “Mangler” Cannon (4), Concussion Missiles (4), Mercenary Copilot (2), Tactician (2), Gunner (5), Inertial Dampeners (1), Hound's Tooth (6), Shield Upgrade (4)

Binayre Pirate (18) x 2
Z-95 Headhunter (12), Ion Pulse Missiles (3), Dead Man's Switch (2), Munitions Failsafe (1)

the problem with 'fat bossk' is he doesnt survive like Chew/dash (plus 360 turret) just go for damage.

drop the missiles give him HLC drop co-pilot for Rec spec drop the shield and tactician give him K4

drop title and gunner get to TLT y's with unhinged.

Edited by Panic 217

the problem with 'fat bossk' is he doesnt survive like Chew/dash (plus 360 turret) just go for damage.

drop the missiles give him HLC drop co-pilot for Rec spec drop the shield and tactician give him K4

drop title and gunner get to TLT y's with unhinged.

have to see how this flies next chance i get to play

Fat Bossk? Wouldn't that be Gha Nachkt?

I hate to say it but fat Bossk really doesn't work, you have to keep him under 50 points really, panic is right he just dies too quick.

I also don't see why you need mangler AND calculation? Surely this is wasting Bossks ept if he already has mangler?

I run Bossk with calculation, rec spec, K4, EU. I leave a cannon off because then you aren't worrying about keeping it in arc and can make full use of the 180. Recon specialist allows you to get a crit with calculation and still have a focus for regular hits.

Then I run two TLT Ys with unhinged and seismic charges for punishing those donut hole seekers. I may consider dropping the Chargers for outlaw tech though for guaranteed focus. The title is great fun but invariably does nothing as Bossk gets left to last. If it kept his EPT it may well be worth it but it's sadly not.

Bossk is an amazing pilot in my opinion, but he works best "lean". He simply doesn't have the defenses to load that many points on: he'll get easily blocked with your set-up then focus fired down in two to three turns, leaving you with a sad trio of Zs that'll probably get cleaned up easily.

Mangler is incredibly difficult to get regular usage out of with the YV-666, and your current build doesn't have the action economy to make use out of that one shot's worth of Concussion Missiles. Drop both. Engine Upgrade will do much, much, MUCH more for you than a single extra shield, switch those out.

The Hound's Tooth is a hilariously fun title (and my favorite SW ship...), but the card itself is of pretty dubious value. Barring some miracle of finding the space, drop it. Gunner can probably also go, as you (again) don't have much in the way of action economy.

Some of this stuff could, potentially, be tacked back on, but right now your "fat" Bossk is all over the place. Gunner might work, but only if you add a K4. Mercenary Co-Pilot AND Calculation is overkill. Calc is cheaper and will be used more often, and I'd only consider keeping the Merc Co-Pilot if you decide to switch Bossk to VI (or even Expert Handling or Daredevil) instead of Calc.

But Bossk likes to be an athletic runner, not a blubber barge like Chewie. In part it's because Bossk can be very easy to kill if he gets caught (which he will without EU or, more hilariously if less effectively, Navigator+Maneuvering Fins), and in other part because you need to make his escort(s) a legitimate threat in their own right. Two Zs with IPMs and an illicit that'll make your opponent not want to shoot at them anyways isn't a threat big enough to draw attention away from Bossk.

This is my tried and true build that has consistently been a winner, or at the very least could've been a winner if I was a better player:

Bossk

Calculation OR Veteran Instincts

K4 Security Droid

Outlaw Tech

Engine Upgrade

Tactician (if I have the points to spare, least used upgrade here).

That's a meager 45 points (without Tactician). It gives you stellar action economy (you're always modifying your attacks. Always), makes you considerably more maneuverable, keeps Bossk comfortably cheap, and depending on EPT choice you can either get more regular usage out of Bossk's ability OR you can make a bid to move after high PS arc dodgers like Soontir or Jake Farrell.

Switching Tact for Recon Specialist also isn't a terrible idea, it's got solid chemistry with the rest of the build. It's only downside is that Bossk isn't easy to prevent from getting blocked (making it useless), and you're also going to want to spend a solid amount of time boosting against some squads.

thanks for all the comments on this. hadn't played the ship yet so was not familiar with how bossk plays will def go back and make changes

played around and made adjustments and came up with this

BOSSKA FETT

99 points

PILOTS

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), Tactician (2), K4 Security Droid (3), Outlaw Tech (2), Engine Upgrade (4)

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Played and won yesterday with YV-666 and two Y-wings. I didn't loose a ship and removed all three of the Imperials combatants off the map by the 10th round. Went in fast and hard at the Decimator. With HLC on a 180 firing arc is worth while as it 4 dice HLC range 2-3 and range 1 is still 4 dice plus TLT chipping away while keeping a good distance played out well. Houndstooth is a great ship just keep the bad guys at the firing end of the ship and that's 180deg by 4 attack.

YV-666 - Morald Eval 34pts

HLC 7

Outlaw Tech 2

K4 Security Droid. 3

Y-Wings x 2 - Hired Gun 20pts

TLT 7

VS

VT 49 Decimator Rear Admiral Chiraneau 46pts

Navigator 3

Intelligence Agent. 1

Moff Jerjerrod. 3

Vet instincts 1

Dauntless 2

Anti- pursuit lasers. 2

TIE Interceptors X 2, 20

Stealth Device. 3

Edited by Space Cadet