I think I've made a viable >Imperial< Boba list

By ParaGoomba Slayer, in X-Wing

Disclaimer: I haven't flown this yet, this is just an idea at this point. After playing in a 4 round round event where over half of the lists people had brought had VI Poe in them, and with the looming threat of a PS 9 Scum Super Dash and Regular Dash getting an entirely green dial, I present my hypothetical counter to this high PS hypermobility, Imperial Boba with VI. Why is this ability shunned? Pick a 3 bank left, see where your opponent moves, and lol 3 bank right + boost away. That's not a waste of points.

The list is:

Imperial Boba Fett - 39

Engine Upgrade - 43

Slave 1 - 43

Veteran Instincts - 44

Proton Bombs - 49

Agent Kallus - 51

Homing Missles - 56

Extra Munitions - 58

Ion Cannon - 61

and then your standard 35 point Soontir. It's 96 points which guarantees your right to give other PS 10 ships (cough VI Poe cough) initiative provided they're not flying a list with a 21 point troll bid. This also helps your Soontir should he face another Soontir or Whisper. You have PS 10 and PS 9 (with a very strong initiative bid) so you should autowin in a dual Phantom matchup and do real well against a list with one Phantom in it.

Options include: Subbing out Kallus for Tactician, Weapons Engineer, Ysanne, Gunner, or any other crew you'd like. I think Kallus is the best option here though, acts like a sort of Guidance Chimps for your Homing Missiles and should end up preventing a few damage. Without Push the Limit or Predator or Weapons Engineer, Boba is short on action economy and Agent Kallus should help with that.

Other options: You have the points to go Andrasta with 3 different bombs/mines to use as an all-purpose toolbox, but this ends up denying you a second Homing Missiles shot and you don't quite have the points to get 3 expensive ones, at least without dropping the sub-98 point initiative bid. Also you can just ditch the Ion Cannon if you want.

Thoughts? You do have 2 Proton Bombs at PS 10, huge no-go zone for the likes of Soontir. I don't understand how this wouldn't do well.

Edited by ParaGoomba Slayer

I run imperial boba almost as much as scum boba. I agree his ability is fantastic. His problem is dice modification. I was literally just playing a build with lonewolf and kallus. The agent was decent, naming Poe but it reminded me why I always run tactician and VI.

In your build I don't see much value in the ahm's. I'll use clusters at times if I expect to joust handing out double stress at the same time but the problem is the same.. setting up TL and leaving yourself defenseless that turn.

Also the EM won't often come into play So usually one bomb is plenty. The ion cannon is a staple for me and very useful for the initial pass alongside tactician.

I haven't had much success with 2 ship firespray lists personally. Fel is interesting, I haven't used that particular combo but I could see it being effective.

Edited by Carnor Rex

The idea is that Homing Missiles are actually good (currently), just too expensive and hard to use on low PS generics. But with a vast amount of points to blow and high PS you ignore these downsides. Since you're lacking in action economy, Homing Missiles not requiring the expenditure of the TL also helps. It's anti-Soontir tech, since they deny use of evade tokens.

PS 10 with a strong initiave bid should be easy for setting up TL's.

We have the points and no need for a torpedo, so Extra Munitions it is. Instead of having to dodge 1 bomb they'll have to dodge 2 over the course of the game. This is much scarier.

Fel is OP as **** and should more than carry his 35 points.

Ion Cannon is there because I have nothing else to spend the points on, and also allows me to tail things for multiple turns or force asteroid overlaps and whatnot. The other cannons are a possibility, especially Tractor Beam once it comes out. With 2 Homing Missiles shots I don't feel the need to go for a damage cannon, so one of the utility cannons should do.

Edited by ParaGoomba Slayer

Ah my bad I read that as advanced hm's. Tactician is the better tech here, really one of the reasons to run a firespray although you could always combine both. It's not acquiring the TL it's the opportunity cost. That said I love ordnance it's pretty underrated IMO.

Another option is to fit a 3rd ship which is usually what I do and really the only reason I run imperial over scum at times. When released the bomber shuttle will be a solid addition, it's one of my mainstays currently. TAP is next on my list for some play time.

Meh run it and see. I found I rarely used EM in earnest but ymmv.

Edited by Carnor Rex

Ah my bad I read that as advanced hm's. Tactician is the better tech here, really one of the reasons to run a firespray although you could always combine both. It's not acquiring the TL it's the opportunity cost. That said I love ordnance it's pretty underrated IMO.

Another option is to fit a 3rd ship which is usually what I do and really the only reason I run imperial over scum at times. When released the bomber shuttle will be a solid addition, it's one of my mainstays currently. TAP is next on my list for some play time.

Meh run it and see. I found I rarely used EM in earnest but ymmv.

I could save 15 points and ditch the Ion Cannon, Missiles, Extra Munitions, and Proton Bombs. Then I have 15-16 points to work with. Those points would be better put into those upgrades than getting a Crack Squadron or Night Beast or whatever. Unless you meant going down to Bounty Hunter. Which defeats the entire point of the list, a counter to hypermobility and good anti-ace tech with the homing missiles and high PS and good initiative bid and rear arc not triggering Autothrusters at range 1-2 and bombs and everything else.

The bomb is good, but I'd be inclined to go for an HLC over the missiles - if you're not modifying many dice, might as well throw a lot of them! ;-)

Kallus is a good pick for the ace meta du jour, but I'm a little worried how this list fares against generics, especially TLT hordes. Kallus doesn't help there, either.

To put another way, this list does an excellent job at what you want it to do - kill aces - but I worry about some of the 'other stuff' out there.

Would've been pretty dang solid a wave it two ago though; pity the gozanti took so long, eh? ;-)

I'd drop homings and ions for AUTOBLASTER

after all it's exactly what they are for - punching through dodgy foes.

but still, Imp fett is better than Scum fett only in terms of S&V having no soontirs vaders and other bantacrap autoincludes.

The bomb is good, but I'd be inclined to go for an HLC over the missiles - if you're not modifying many dice, might as well throw a lot of them! ;-)

Kallus is a good pick for the ace meta du jour, but I'm a little worried how this list fares against generics, especially TLT hordes. Kallus doesn't help there, either.

To put another way, this list does an excellent job at what you want it to do - kill aces - but I worry about some of the 'other stuff' out there.

Would've been pretty dang solid a wave it two ago though; pity the gozanti took so long, eh? ;-)

Squads of generics I don't have to worry much about. Not many people fly them. TLT spams aren't very common either and large ship boost and Boba's ability can be used to hug TLT croissants.

You have Soontir, which punishes generics hard. And you have PS 10 proton bombs and engine and Boba's ability shenanigans.

Homing Missiles are better offensively than the HLC, they deny the use of evade tokens.

Why not a VI 'Fettigator'? Gives you the option to do any bank you want, in order to counter arc dodgers.

Sorry buddy but you're gonna die hard. You should fly more firesprays. They die to everything.

And why the hell do you have missiles AND Cannon AND proton bombs. Especially missile and cannon.

I think it is too expensive. I agree that without navigator you need an engine upgrade, but I would rather have Navigator and LRS. Supports hit and run tactics and gives you a better chance on that first pass. I think you would be better off with a 3rd ship rather than all of those upgrades, but that's just me. Fly it and tell us how it goes!

Yeah, you have way too many points in excess stuff. Lose the missiles, bombs, cannons, and keep it simple. Ps 10, engine upgrade. You will realize at this point that boba can't arc dodge and maintain his action economy to use that big base to his advantage.

Then you'll put it back in its place and reach for a better ship.

Edited by nikk whyte

Why not a VI 'Fettigator'? Gives you the option to do any bank you want, in order to counter arc dodgers.

Navigator is not a bad choice - but at the same time, shifting from a S1-S3 bank doesn't actually add as much as changing direction.

Kallus essentially gives you unlimited focus tokens, whether blocked or not, which is awesome - but only against That One Guy There. However, there's usually one ship in an opponent's list that'll really help to take out of the equation.

I think Ion Cannons and Homing Missiles and expensive Bombs might be overkill on secondary weapons, but I guess there's only so much you could spend the 'spare' points on. If you want him as an ace hunter, a pair of homing missiles is definitely a good call.

You might actually try it with Guidance Chips - With your target lock reroll, Kallus' focus-to-evade and Guidance Chips' change-one-result-to-a-critical, not landing 4 hits is going to be pretty hard....

Here's my issue: for the points you can get a max aggro Decimator (Gunner + Vader + whatever else you like) that will burn down the targets this Boba is particularly good against, with no finicky tricks required. The two ships work differently, but sort of have the same prey.

You've gone overboard on stacking up, I think, though you might have a bunch of points left over.

Why not include Rexler, instead of Soontir?

Tie/D, Tractor Beam, VI, TIE mkII. 40 points.

11 points left over for bombs and other toys on Boba.

Let's say EM and Cluster Mines for 5 points initiative.

Should be fun.

And in a nutshell these are the issues with the firespray. The comment about decivader is case in point. Its rogue nature is part of why I love the spray but still. The comments in general are dead on for the most part, IMO.

I play this ship daily and I can tell you navigator looks custom made but its extraneous considering the single crew slot.

Fetts ability is already fantastic. Picking between 4 more minor readjustments just isn't necessary. Its shifting the arcs that really matters. Navigator + LRS does give a boost in action economy initially but it also means a savvy opponent can deny a TL without too much trouble (unless you spring for EU too) and LRS often promotes 'targets of opportunity'. Does jive well with vessery though. The best aspect of navigator for me so far is changing between straights and the -4 pt cost that comes with it.

Conversely without an engine you'll find fett out of the game for too long and missing the key component that makes the ship tick.. tactician.

It levels the playing field and crushes hard on PtL aces. I'd go as far as to say its the best tactician chassis in the game. Fly every other crew then honestly tell me any one of them hold a candle.

Bombs and missiles are situationally great and one of those things you customize to your meta, but honestly using more than one is rare. On bombs its often the threat your after to keep em honest. If you have 2 pts spare then great I'm just saying if your using 2 a game commonly something is amiss. I'd call the second set welcome but non mandatory.

If we could combine scum fetts ability/illicits with imps support ships we would be in business I believe. The difference in offense and durability is literally night and day.

EDIT- My best performing build so far:

Boba- slave 1, VI, ion cannon, ion bomb, tactician, EU

Lambda- tractor, baffles, vader, tactician (build recently changed for new kit)

scimitar- rebel captive, tactician

Edited by Carnor Rex

I agree that this list will be dangerous against the stuff you describe. Although Dash can still just shoot your super-expensive Boba out of space if he happens to roll 4 hits a few times. You will not get to the donut every time not even with EU.

TLTs and Crackswarms are your nemesis though. Without Palpy, Soontir will fall to concentrated fire rather sooner than later, and especially Crackswarm can blow him up real quick. Boba will also get the worst part of these exchanges, unless you get a really good proton bomb off among several dudes!

Edited by ForceM

Hmm so thinking a little more on this topic I came up with this:

Boba fett- slave 1

vet instincts

ion cannon

tactician

engine

vt-49 decimator- patrol leader

gunner

darth vader

rebel captive

100 pts.

It should counter aces **** hard but does it give up too much in its attempt at being a spoiler?

Its gonna have the same issues with swarms/tlt's/jousters as the OP although maybe not quite as fickle but does decidedly worse against TLT's, and joust lists too I would imagine. I have no plans to field this anytime soon, just like discussing it.

Not sure why you'd use the Imperial Boba over the Scum one here.

I also always question Engine on a Firespray.

Edited by Blue Five

There are no other genericwing players in my area. There is one quad TLT guy that rarely shows up but that's it. I do not at all have to worry about these. When I complained about Turretwing and the Phantom, that's because most of the players in my area follow the meta hard core and all I have to face are meta lists.

The proton bombs are there to scare aces away. This is something a full Aggro Decimator won't have. It also won't have VI, or Boba's ability. Getting behind the Firespray also won't trigger Autothrusters.

Obviously the Firespray is too expensive, but with an entire 62 (I want to maintain a sub 98 point bid because the Super Poe players are getting cheeky and going down to 98 points) points to play with, cost is of no concern.

I agree that a full aggro Deci would be a strong contender for the points I've put into Fett.

Other crew such as Tactician are a possibility. This is just an idea at this point.

A Defender was briefly considered, but without the fix card they won't have as much staying power as a Fel would.

Not sure why you'd use the Imperial Boba over the Scum one here.

I also always question Engine on a Firespray.

1.) Because Scum Boba doesn't have Imperial Boba's ability, and I actually want Imperial Boba's ability.

2.) Scum doesn't have Soontir Fel.

3.) Engine is there to change angle, and to amplify the shenanigans that Imperial Boba's ability can perform.

This basic list is fun by the way.

Boba Fett (39)
Veteran Instincts (1)
Agent Kallus (2)
Engine Upgrade (4)
Rear Admiral Chiraneau (46)
Veteran Instincts (1)
Navigator (3)
Engine Upgrade (4)
Total: 100

Honestly I got half a mind to run like 3 firesprays for the hell of it.

Honestly I got half a mind to run like 3 firesprays for the hell of it.

with wave 8 coming out you cna run 3 imp scrubs one with Tractor beam.

Honestly I got half a mind to run like 3 firesprays for the hell of it.

with wave 8 coming out you cna run 3 imp scrubs one with Tractor beam.

...Hmmm...

Tractor Beam Firesprays...