YV-666 & JM5K

By em_en_oh_pee, in X-Wing Squad Lists

Tel Trevura — JumpMaster 5000

Predator

Plasma Torpedoes

Extra Munitions

K4 Security Droid

R4 Agromech

Engine Upgrade

Bossk — YV-666

Calculation

"Mangler" Cannon

Concussion Missiles

Boba Fett

Greedo

Dengar

Engine Upgrade

100pt

Relatively new to X-Wing, even though I have owned the stuff for years. Saw the new JM5K and think it is pretty nifty and wanted to run it with my favorite lizardman and his ugly brick.

How does this look? I won't be attending big, serious events with it, but I know my group is casual-competitive. Thoughts?

Edited by em_en_oh_pee

Bossk could do with a tweak imo. Calculation, greedo and mangler is a little overkill, and those autocrits from greedo will ruin him, once shields are down. With his high PS and EU, you want to leverage him, not throw him away.

VI would help against quite a few ships. I'd drop the concussions and greedo for a decent crew member - the new R5 maybe - and an initiative bid, if you go for VI. Expert handling is also worth considering, as it can throw people right off, and BR on a big old bossk bus is always good for the lols! The TL-shedding aspect of it is becoming more and more important now too, with Vader, O-leader, Vessery et al requiring a TL to get their offence really going.

Honestly, I don't feel comfortable giving advice on the JM5K! Have fun with your new toy!

I agree with Banjo that calculation is unnecessary here. Veteran instincts would be more useful or perhaps crack shot to really guarantee you get to use Boba Fett.

Tel trevura really wants hull upgrade, although engine is good too, so I won't say one is better per se. However, R4 agromech is really unnecessary. I'd drop that for.....I dunno, but you really don't need it. Unhinged I guess? This frees up a point to change the plasma torps into proton torps (which are a bit better).

Tel Trevura — JumpMaster 5000

Deadeye

Extra Munitions

Proton Torpedoes

Boba Fett

R4 Agromech

Guidance Chips

Bossk — YV-666

Veteran Instincts

"Mangler" Cannon

Homing Missiles

Dengar

"Gonk"

Engine Upgrade

Hound's Tooth

So... heeding some advice, messing with ideas. Exploring ideas to make the list a bit more potent.

TEL TO THE BOSSK 99 points

PILOTS

Tel Trevura [Determination, “Gonk”, R5-P9, Punishing One, Experimental Interface] (51)

Bossk [Rage, “Mangler” Cannon, Outlaw Tech, K4 Security Droid, Experimental Interface] (48)

View: http://xwing-builder.co.uk/view/418643/tel-to-the-bossk

Hello everyone.

I was thinking of running this list tomorrow at a small tourney. Feedback is welcome!

JM 5k- Dengar PS 9 - Engine Upgrade, Punishing one, PTL, Gonk, R5-p8

Yv-666- Latts - ps 5 - K4 sec droid, HLC

Start them down the sides, and meet in the middle. Dengar should attack first and I use ptl to keep an enemy in arc, gonk the first few rounds to extend life if needed.

Spend the target lock for Dengar's target by using latts ability. Should get something through each roll. when I'm attacked I'll r5, then reattack if in arc.

Lose the title on Bossk. Even for casual play, it's just...meh. Drop the missiles too, Bossk doesn't really need them, more so if you're not running Guidance Chips.

Use that 3rd crew spot. YVs live and die by their crew combos. I'd suggest Outlaw Tech to roll alongside Dengar. Even on a full-stop, you have a fully modified shot. 4-LOM fits nicely with those 2 and facilitates a crit from Mangler against pesky aces.

Finally, Bossk really likes Feedback Array, if you have one available. Also a great help against aces and covers your huge blindspot.

On Tel, I'm not sure that making him a torp boat is the way to go. But, even so, perhaps switching Chips with Hull Upgrade will play out to his strengths without him losing much punch.