Bossk Combo

By That One Guy, in X-Wing

So I stopped playing right when scum came out, and never really got to play against them. But while driving today, I kinda thought of something that might work out as a combo, and I was wondering if people had already used it.

Bossk + Merc Copilot + Greedo + whatever else you like

The idea being that you use your copilot to modify for the crit, then if it gets through you cancel it with Bossk's pilot ability in order to add one more hit, and if that hit was enough to get around the remaining shields, you get to land a crit result anyway. Has this been done? I mean we all know how often we land those crits, but your opponent had just one shield left to stop it for them.

So I stopped playing right when scum came out, and never really got to play against them. But while driving today, I kinda thought of something that might work out as a combo, and I was wondering if people had already used it.

Bossk + Merc Copilot + Greedo + whatever else you like

The idea being that you use your copilot to modify for the crit, then if it gets through you cancel it with Bossk's pilot ability in order to add one more hit, and if that hit was enough to get around the remaining shields, you get to land a crit result anyway. Has this been done? I mean we all know how often we land those crits, but your opponent had just one shield left to stop it for them.

Merc co-pilot only works at a certain range, I think. You're probably better off using something that works at all ranges. Mangler cannon, for example, has been suggested several times for bossk.

Unfortunately, I don't think the timing allows for this combo.

Mercenary Copilot reads,

When attacking at range 3, you may change one of your hit results to a critical hit result.

This occurs during the dice modification step for the attacker.

Bossk pilot reads,

When you perform an attack that hits, before dealing damage, you may cancel one of your critical hit results to add two hit results.

Mercenary Copilot can no longer modify those normal hit results as the window for its timing is no longer available. The attack is finished and a successful hit has already been determined. This is after the defender has modified their dice, at which point in time the attacker can no longer modify anything.

Bossk (35)
Marksmanship (3)
Heavy Laser Cannon (7)
Greedo (1)
K4 Security Droid (3)
Total: 49

It'll be better when 4-Lom comes out and makes it so your opponent can't spend their focus or evade token. It's rare when someone can block 4 hits, one that turn into 2, and still crits. If you hit a Ywing? Could drop it's shields and cripple it's attack in one shot.

Bossk (35)
Marksmanship (3)
Heavy Laser Cannon (7)
Greedo (1)
K4 Security Droid (3)
Total: 49

It'll be better when 4-Lom comes out and makes it so your opponent can't spend their focus or evade token. It's rare when someone can block 4 hits, one that turn into 2, and still crits. If you hit a Ywing? Could drop it's shields and cripple it's attack in one shot.

I feel like Heavy Laser Cannon goes against Bossk's pilot ability since the first roll from HLC immediately converts to normal hits, but this is onto a really great idea. 4-LOM, Zuckuss and a Gunner on Bossk in a YV-666 could be devastating. But then you're giving up K4 or some other modification =\ difficult choices for the YV in wave 8!

Unfortunately, I don't think the timing allows for this combo.

Mercenary Copilot reads,

When attacking at range 3, you may change one of your hit results to a critical hit result.

This occurs during the dice modification step for the attacker.

Bossk pilot reads,

When you perform an attack that hits, before dealing damage, you may cancel one of your critical hit results to add two hit results.

Mercenary Copilot can no longer modify those normal hit results as the window for its timing is no longer available. The attack is finished and a successful hit has already been determined. This is after the defender has modified their dice, at which point in time the attacker can no longer modify anything.

You... have it backwards. Merc gives you a crit to use for bossk, essentially turning 1 hit into two.

1. Roll attack. (let's say you get a hit, hit, hit, total of three results)

2. At range 3, use Merc Copilot to modify one of the hits into a crit (you now have hit hit crit)

3. Defender evades (let's say they get 1 evade)

4. You now get hit, crit, through.

5. Use ability to change crit to hit, hit results. (resulting in a total of 3 hits again, even though that was your original result, and one was evaded)

6. Greedo changes first hit to land against hull into a critical result.

Ahhh in your OP you used the phrase 'land a crit result anyway' -- I thought you meant via Co-Pilot again. Yeah, Greedo would make it face up no doubt.

Ahhh in your OP you used the phrase 'land a crit result anyway' -- I thought you meant via Co-Pilot again. Yeah, Greedo would make it face up no doubt.

Yeah, my basic theory is that it might just be the combo that helps you get around that last shield.

Merc Co-Pilot is pretty "bleh" on Bossk. Range three already means that, against a lot of ships, your chances of actually hitting are on the slimmer side of things.

And Greedo... I mean, it's a fun combo, but on a 1 agility ship he can and will bite you on the arse.

If you really want to proc Bossk's ability as frequently as possible, I still think Calculation is the best way to go. It's cheap, can be used on red maneuvers with Outlaw Tech, and it works in 100% of your arc. Of course that locks you out of VI (or Daredevil, if you're one of them crazy sorts!), which may be an even better choice depending on what you expect to fly against.

And right now I'm expecting a lot of PS8-9 pilots. Bossk with a bid and EU should make their lives mildly miserable.

Merc Co-Pilot is pretty "bleh" on Bossk. Range three already means that, against a lot of ships, your chances of actually hitting are on the slimmer side of things.

And Greedo... I mean, it's a fun combo, but on a 1 agility ship he can and will bite you on the arse.

If you really want to proc Bossk's ability as frequently as possible, I still think Calculation is the best way to go. It's cheap, can be used on red maneuvers with Outlaw Tech, and it works in 100% of your arc. Of course that locks you out of VI (or Daredevil, if you're one of them crazy sorts!), which may be an even better choice depending on what you expect to fly against.

And right now I'm expecting a lot of PS8-9 pilots. Bossk with a bid and EU should make their lives mildly miserable.

That's pretty comprehensive. See, I guess I always liked Merc Copilot because I'd put him on Imperial Krassis with an HLC, and I'd K-Turn whenever I thought it would get me to range 3. I actually saw a lot of success with that, since most people don't expect a rear-arcer to k-turn. And of course his pilot ability would still grant me some mitigation on the attack, and his mid PS meant fewer blockers. It earned me my Defender at Imdaar Alpha, and swept another tournament a few months later.

But I can see how it would be less effective on Bossk.

Merc Co-Pilot is pretty "bleh" on Bossk. Range three already means that, against a lot of ships, your chances of actually hitting are on the slimmer side of things.

And Greedo... I mean, it's a fun combo, but on a 1 agility ship he can and will bite you on the arse.

If you really want to proc Bossk's ability as frequently as possible, I still think Calculation is the best way to go. It's cheap, can be used on red maneuvers with Outlaw Tech, and it works in 100% of your arc. Of course that locks you out of VI (or Daredevil, if you're one of them crazy sorts!), which may be an even better choice depending on what you expect to fly against.

And right now I'm expecting a lot of PS8-9 pilots. Bossk with a bid and EU should make their lives mildly miserable.

That's pretty comprehensive. See, I guess I always liked Merc Copilot because I'd put him on Imperial Krassis with an HLC, and I'd K-Turn whenever I thought it would get me to range 3. I actually saw a lot of success with that, since most people don't expect a rear-arcer to k-turn. And of course his pilot ability would still grant me some mitigation on the attack, and his mid PS meant fewer blockers. It earned me my Defender at Imdaar Alpha, and swept another tournament a few months later.

But I can see how it would be less effective on Bossk.

Aye, I don't think it's terrible on a Firespray (though competing with choices like Recon Specialist, Tactician, Rebel Captive with Imperials, and K4 Droid with Scum), but on Bossk, or any YV-666.... ehhhhhh. Still, HLC Trellix with him, that I like.

As it is, outside of Moralo Eval I'm not a huge fan of cannons on the YV-666. If you can get your opponent going for a different target first they work just fine, but if they bolt for Bossk a HLC is just going to be a fancy looking 7 point upgrade. Without the Firespray's K-Turn, it can be hard to bring that big gun back to bare after the first pass. Heck, part of the beauty I think in flying a YV-666 is having that big 180 arc sweeping across and catching folks.

As for the Co-Pilot, I guess an argument can be made to put him in that third crew slot, but priority should really go to a K4 Security Droid first and foremost, and then I'd say an Outlaw Tech after that (though some will swear by their Recon Specialists). And that third slot? Tactician is a solid choice for similar reasons to why it works so well with Firesprays, and currently you could probably actually go with Greedo or a Merc Co-Pilot if you really wanted (though with Greedo, I'd be hesitant to put it on a loaded out YV-666!). I think the real kicker will be 4-L0M: do I want to proc Bossk's ability when I manage to hit at R3, or do I want to look at someone with a bunch of defense dice and a Focus token and go "Not Today"?

Just my random thoughts on the matter and how my play-style with the YV has worked out. Obviously, your mileage may vary and you very well may be able to turn Bossk into a murder machine with a HLC and Co-Pilot, and if so I'd love to hear about it.