Y Bossk, Y? (Bossk with new crew)

By burningbush, in X-Wing Squad Lists

So i flew this list in vassal yesterday against a zzzxx missile alpha strike swarm and basically crushed face. Bossk 1 shot 2 of his z95s before they could fire missiles due in no small part to the new crew 4-lom and zuckass pushing through damage. They are seriously so good. And the ys did the usual things that tlt ys do which is good.

YV-666: · Bossk (35)

Marksmanship (3)

Heavy Laser Cannon (7)

· 4-LOM (1)

· Zuckuss (1)

Outlaw Tech (2)

Inertial Dampeners (1)

Y-Wing: Syndicate Thug (18)

Twin Laser Turret (6)

Unhinged Astromech (1)

Y-Wing: Syndicate Thug (18)

Twin Laser Turret (6)

Unhinged Astromech (1)

The question is: is this the best Bossk build? The HLC marksmanship dished out 4 damage both times I used it (because of marksmanship once and a good roll once) but with zuckass on board it hard to make sure you have the action to actually get it off because between him and 0 moves the stress can pile up. Here is the alternate bossk build I was thinking of:

YV-666: · Bossk (35)

Predator (3)

"Mangler" Cannon (4)

Engine Upgrade (4)

Intelligence Agent (1)

· Zuckuss (1)

· 4-LOM (1)

Inertial Dampeners (1)

This build I think will do less damage overall and not have any crit manipulation in his aux arc but is not action dependant and has greater maneuverability after the inital sweep.

The first build punches harder and can change aux arc focuses to crits which is pretty good. If you have stress you cant use marksmanship which means you can't get crits unless you primary weapon fire and at that point your not using 10pts of upgrades.

Thoughts?

Edited by burningbush

With all the stress involved i'm still not seeing the real value of zuckuss unless he's paired with bossk crew/gunner, especially if 4-lom is also involved.

As soon as you add that second stress ( which is likely if your pointed at an ace or imperial) you lose any action offensive benefit ( except k4, which with 4 lom you can only use 2 out of 3 turns as well.....)

Edited by Ralgon

I think if you are going to pile the stress, you need to throw wired onto bossk.

If you're going to pile on stress to Bossk, you best kill all your enemies on the initial pass.

I would drop 4-Lom and Outlaw Tech/ Intelligent Agent in favor of k4 security droid. With the potential of putting on alot of stress from ID and Zuckuss you may not be getting to use your actions very much and k4 helps you get around this.

I feel like people on this forum just theorycraft but never actually try out the list in practice.

I've played about 10+ games with Zuckuss+4LOM+K4 on different YV666 pilots it's really gross.

You can turn 5 green dice to the equivalency chance of 2 green dice for a combination of 2crew and 2pts.

Edited by radica

I feel like people on this forum just theorycraft but never actually try out the list in practice.

I've played about 10+ games with Zuckuss+4LOM+K4 on different YV666 pilots it's really gross.

You can turn 5 green dice to the equivalency chance of 2 green dice for a combination of 2crew and 2pts.

It's not like it doesn't have trade off's for that power

Edited by Ralgon

Ralgon have you actually playtested it yet?

Ralgon have you actually playtested it yet?

What did he say that wasn't true in his last post?

Ralgon have you actually playtested it yet?

A bit, not as much as i'd like though. Local torny practice with here and now cards is the priority

Tell me, have you tried it vs a triple of ion cannon tie/d?

Edit: I'm still far more convinced zuckuss is better off as a pilot beside a yv rather than on it

Edited by Ralgon

Ralgon have you actually playtested it yet?

I've played with a Bossk Yv-666 extensively, once to win a local tournament and once to the top 14 of a Vassal tournament. To keep Bossk in the game and not just a Lambda flying off into the wind, you need Boost against any half-decent opponent. You can't boost when you're stressed. So, to circumvent the need to boost, I'd run this

Trandoshan Slaver (29)
Zuckuss (1)
Bossk (2)
Gunner (5)
Feedback Array (2)
Total: 39

You can do probably a totally of 2 to three attacks on your attack run against the opponent, then start using yourself as a big battering ram until you get into position or at the very least, blow up.

The strength of the new crew is in applying their effects when it's most advantageous. You don't take stress or ion everytime.

The time to do it is something like say you roll 3 hits. They then roll 1 evade and 2 eyes. You make them re roll the one evade. They get a eye. You then receive 1 ion selecting that they can't use their focus token (assuming they have one). Change hit to crit then cancel your crit to deal 4 Dmg for the price of a stress and an ion.

Just like martial arts it's not about the amount of power generated it's the application of power in the right way at the right time that is devastating.

Also they are only 1 pt each and the scum don't have that competitive crew options either.

Edited by burningbush

The strength of the new crew is in applying their effects when it's most advantageous. You don't take stress or ion everytime.

The time to do it is something like say you roll 3 hits. They then roll 1 evade and 2 eyes. You make them re roll the one evade. They get a eye. You then receive 1 ion selecting that they can't use their focus token (assuming they have one). Change hit to crit then cancel your crit to deal 4 Dmg for the price of a stress and an ion.

Just like martial arts it's not about the amount of power generated it's the application of power in the right way at the right time that is devastating.

Also they are only 1 pt each and the scum don't have that competitive crew options either.

Guess you missed the part where the new imperial meta gets given free evade tokens like candy or free ion cannon fire on top of their normal attacks for the same points, and the rebels get defensive soontir lite.

As i keep saying it's strong, but it has serious balancing and usage considerations. As for the interaction with bossk, what you save with the crew you're losing with the ability, and having to work around that stress/ ionization.

Personally i'll add 4lom to my fav build.

Moralo

K4

Hlc

Eu

4-lom

4 reds over 180 degrees that cancel range 3 grens and double modified till you get ionized which then still gets the target lock on the next turn (action). a 3 turn + boost will give most jousters and arc dodgers a rude shock unless they are well versed with yv's and lom adds a pocket palob. Offensively that setup will happily churn out 3-4 hits per shot to be evaded, quite often with a crit still included. It's not cheap, but then it's not in dash or decimator territory either and it's just as much of a bruiser

Ps is also high enough 4-lom likey wont get wasted (which is another consideration on the slavers, unless you're pairing it with a mini swarm or tlt y's)