I think you have to build a little for him, just throwing him on anything because you have a point is as pointless as building fully to use him, he takes a little effort to truly make him effective. Proton torps or advanced homing missile and some further level of dice modification(chips, predator, anything like that. The longer the game goes on, the less effective Boba is. That being said his effect is still powerful, knock tlt off a y or PTL of of fel, or advanced clocking device, even late game, those moves are a soft kill for those ships, because I have killed many people with whisper at one hull because of acd or ptl with fel, and since big ships that can carry Boba are weak against tlt, getting rid of that any amount of turns early really
The lists that do not fear the Fet.
I think you have to build a little for him, just throwing him on anything because you have a point is as pointless as building fully to use him, he takes a little effort to truly make him effective.
Basically, any time you have a ship that can reliably generate crits, I think it's worth adding Fett to your build if you can. But as a community, we have lots of evidence that it's not really worth building a ship to fish for crits unless you have some effect that makes it better (Maarek, Bossk, etc.) Marksmanship isn't really worth it, and even Calculation hasn't caught on.
And all of that leaves Boba Fett is in a slightly awkward place: he's a cheap, very strong one-time effect that piggybacks on another, much less consistent effect. After all, in order to get a crit through to your target, you have to have a [kaboom] after dice modification and your target has to lose any shield tokens before that [kaboom] is dealt.
So the challenge of Fett isn't really figuring out what to use it on and when. It's figuring out how to do crit-fishing without crippling your list in the process.
So the challenge of Fett isn't really figuring out what to use it on and when. It's figuring out how to do crit-fishing without crippling your list in the process.
I think Guidance Chips go here. They give you a very strong opening munition attack, generate a crit, and are zero points.
Mando Merc 35
Homing Missile 5
Slave 1 0
Extra Munitions 2
Boba Fett 1
Guidance Chips 0
43 points
Mostly it's a beefy front line fighter, but you pay 7 points for your first 2 turns to be really huge shots with the missiles, and no matter the target, those shots have a very strong chance of pushing a crit through on many ships, especially if other ships are firing. There's probably better builds out there, but this is the one I though of just now.
I think you have to build a little for him, just throwing him on anything because you have a point is as pointless as building fully to use him, he takes a little effort to truly make him effective.
Basically, any time you have a ship that can reliably generate crits, I think it's worth adding Fett to your build if you can. But as a community, we have lots of evidence that it's not really worth building a ship to fish for crits unless you have some effect that makes it better (Maarek, Bossk, etc.) Marksmanship isn't really worth it, and even Calculation hasn't caught on.
And all of that leaves Boba Fett is in a slightly awkward place: he's a cheap, very strong one-time effect that piggybacks on another, much less consistent effect. After all, in order to get a crit through to your target, you have to have a [kaboom] after dice modification and your target has to lose any shield tokens before that [kaboom] is dealt.
So the challenge of Fett isn't really figuring out what to use it on and when. It's figuring out how to do crit-fishing without crippling your list in the process.
best I can imagine is proton torp jumpy
proton torps aren't as economical as plasmas, but they'll generate four hits incredibly reliably (bull rng pending). Boba's a nice little bonus to layer on top of that.
then again, I wouldn't use that as a sole jumpmaster. The first jumpmaster in any of my lists is going to be rocking out with 4lom, because that ****'s just scary.
the other platform would be bossk gunner and just hope to roll into crits, but **** if Zuckuss isn't far too sexy to not include
Edited by ficklegreendice
So the challenge of Fett isn't really figuring out what to use it on and when. It's figuring out how to do crit-fishing without crippling your list in the process.
I think Guidance Chips go here. They give you a very strong opening munition attack, generate a crit, and are zero points.
Mando Merc 35
Homing Missile 5
Slave 1 0
Extra Munitions 2
Boba Fett 1
Guidance Chips 0
43 points
Mostly it's a beefy front line fighter, but you pay 7 points for your first 2 turns to be really huge shots with the missiles, and no matter the target, those shots have a very strong chance of pushing a crit through on many ships, especially if other ships are firing. There's probably better builds out there, but this is the one I though of just now.
Give him Crackshot to help punch that early crit through, and that starts to actually look more tempting than an HLC for once.
Terrifies Soontir as much as a stressbot, to boot.
I think people are getting slightly confused when they say "2 hull means that odds are a critical hit will just kill them outright."
There are 7 Direct Hit cards in a deck of 33 which is a 21% chance of killing them outright. You also have the chance that a major explosion or console fire will kill them but actually the odds are that a crit won't kill them outright and with a high point ace there is no way I wouldn't use Boba if I had the option because they are perfectly capable of wrecking your team running around with 1 hull left.
I think like others have said that Boba is a gamble but he is a 1pt gamble so not hard to fit into a lot of lists and as soon as you get the opportunity to use him you should use him because otherwise you might never get the chance again.
Personally I am liking him on a Contracted Scout running Proton Torps to generate a crit.
sure that a lone direct hit will not be that probable but when you look at the hull ratio to hit point ratio 2 hull ships are rather low. Thus when critical hits are applied they are often with other hits as well. Now unless you are running TenNunmb a lone critical hit making it past the shields is unlikely. The likely outcome will be 2-3 hits and a critical hit, 1 might get evaded or only take off a shield token. The other two will kill the ship and the critical would just be overkill.
Mando merc, boba, advanced homing missile, crackshot and chimps if you want it is 40 points of tanky brawler that can reliably steal an upgrade from an enemy ship. Doesn't seem crazy to do.