Bounty Hunter Bros.

By WarriorPoet, in X-Wing Squad Lists

I'm trying to create a solid list using Dengar and Boba (I'd prefer the pilots, not crew), and ran the following at my FLGS last night, and went 1-0 (against a Brath + Epsilon squadron miniswarm).

Boba Fett (39)

Slave I (0)

Extra Munitions (2)

Autoblaster (5)

Ion Bombs (2)

4-LOM (1)

Dengar (33)

Punishing One (12)

Guidance Chips (0)

Extra Munitions (2)

Flechette torpedoes (2)

"Gonk" (2)

Total: 100

After the match, I'm making some special modifications, as follows:

Boba Fett (39)

Slave I (0)

Extra Munitions (2)

Ion Bombs (2)

4-LOM (1)

Tractor Beam (1)

Veteran Instincts (1)

Dengar (33)

Punishing One (12)

Guidance Chips (0)

Extra Munitions (2)

Flechette torpedoes (2)

"Gonk" (2)

Overclocked R4 (1)

Inertial Dampeners (1)

Total: 99

Throw and EPT on Dengar or Illicit on Boba? I wish I had a K4 Security droid...

C&C appreciated.

Umpf... that's a lot of stuff on just two ships. It feels like you want to do everything, bit nothing really well. Example: guidance chips are great, but with flechette torpedoes they seem wasted. Gonk is a great crew upgrade, but on somebody you want to go tanky, say Trevura. Boba has the tractor and 4-LOM, but then you put extra bombs on him.

If you want to go with Dengar and Boba I feel like going more classic would be much better

Firespray-31: · Boba Fett (39)

Veteran Instincts (1)

Engine Upgrade (4)

Tactician (2)

Glitterstim (2)

JumpMaster 5000: · Dengar (33)

Predator (3)

K4 Security Droid (3)

· Punishing One (12)

Unhinged Astromech (1)

I also like to run Recon Spec and R5-P8 on Dengar instead of K4 and Unhinged.

You could run Boba and Dengar similarly to your list, I just feel like you could specialize them better. Building Dengar as a torp boat for example is awesome

I've been running this set up lately:

Boba Fett - 39 (50)

VI - 1

Heavy Laser Cannon - 7

Navigator - 3

Dengar - 33 (49)

Adaptability - 0

4-Lom - 1

R5-P8 - 3

Punishing One - 12

Total - 99

Both are PS 10, which means most of the time you'll move last & shoot first.

Mr. Fett is throwing 4 dice out the front every time :) and moving last with Navigator helps keep him in position.

Dengar is Dengar!

Thanks! Yeah, I want it to be a utility list, but I agree, it suffers from being a Jack of all trades & master of none. I'll give those a whirl, and see how it goes!

Only got one game in tonight with this list, and won against a Strom-Jax-Bounty Hunter list:

Boba Fett (39)

Slave I (0)

Engine Upgrade (4)

Veteran Instincts (1)

4-LOM (1)

Tractor Beam (1)

Dengar (33)

Punishing One (12)

Countermeasures (3)

Lone Wolf (2)

"Gonk" (2)

Overclocked R4 (1)

Total: 99

I put the Tractor Beam on Boba to try and get a League achievement (destroy a ship while it has a Tractor Beam token on it), but think Inertial Dampeners or an Ion Cannon might be better for a Regional or more competitive play. I'm not sure about Countermeasures or Lone Wolf, either. I need to get a K4 Security Droid and the Salvaged Astromech that turns all your speed 3 manoeuvres into green manoeuvres.

Dengar looks seriously off in my eyes.

Lone Wolf is OK, depending on your flight plan.

Overclocked R4 lacks purpose, outside of an iffy double-shot situation.

Gonk murders your planning in a setup without any action-economy

Counter-measures...has it been treating you well? Wouldn't be surprised with a negative.

If you want to keep this setup (mainly for Lone Wolf), I'd lose Over R4 and Counter-measures for R5-P8. Saves you 1 pt and makes Dengar even less of a desirable target and a more dangerous final ship.

With the extra point and a future replacement of Tractor Beam, you could put that Slave-1 title to use and give Boba some Flechette Torpedoes for ace hunting. Or replacing 4-LOM. Or equipping Glitterstim. Your choice, really.

You pretty much described everything that was difficult with Dengar...

Lone Wolf was just the EPT that I found for 2 points that could have been helpful, but wasn't really.

I slow-rolled the first few rounds to get shields piled up on Gonk, but having to choose between a focus and replacing a shield on the ship was a pain. PTL or EI?

The idea with Overclocked R4 was just that: having a focus for Dengar to spend on his return-fire attack as well as his primary attack. R5-P8 could do that instead, though.

Counter-measures was the Modification I found for 3 points (EU would have been nice...).

Cutting Counter-measures and Overclocked R4 to get R5-P8 sounds good. Other thoughts on a better EPT for Dengar?

For Boba, with whom would you replace 4-LOM? Tactician? 4-LOM has pulled his weight in most games I've played with him, especially with Boba's re-roll ability to maximise dice rolls. Glitterstim would be nice, though.

I'll play around with it some more, and see if I can put an Ion Cannon or Flechette Torpedoes on Boba, or Inertial Dampeners on either of the pilots.

You pretty much described everything that was difficult with Dengar...

Lone Wolf was just the EPT that I found for 2 points that could have been helpful, but wasn't really.

I slow-rolled the first few rounds to get shields piled up on Gonk, but having to choose between a focus and replacing a shield on the ship was a pain. PTL or EI?

The idea with Overclocked R4 was just that: having a focus for Dengar to spend on his return-fire attack as well as his primary attack. R5-P8 could do that instead, though.

Counter-measures was the Modification I found for 3 points (EU would have been nice...).

Cutting Counter-measures and Overclocked R4 to get R5-P8 sounds good. Other thoughts on a better EPT for Dengar?

For Boba, with whom would you replace 4-LOM? Tactician? 4-LOM has pulled his weight in most games I've played with him, especially with Boba's re-roll ability to maximise dice rolls. Glitterstim would be nice, though.

I'll play around with it some more, and see if I can put an Ion Cannon or Flechette Torpedoes on Boba, or Inertial Dampeners on either of the pilots.

To be honest, I advise against pairing Boba and Dengar, as cool as it is. The reason is that the optimal setup for both takes more than 100 pts and cutting down one of them hurts a lot.

Super Dengar is a beautiful beast to fly, once you realize you shouldn't bother with trying to make his ability work all the time. Extremely action-efficient and packing a serious deterrent (rarely someone attacks him if his arc is pointed towards him/her). His "Super" build, as follows:

Dengar (33):

  • Push The Limit (3)
  • Engine Upgrade (4)
  • K4 Security Droid (3)
  • Unhinged Astromech (1)
  • Punishing One (12)

Total: 56 pts

3 actions per turn (between 4 possible) make him a deadly arc-dodger. Green 3-bank to the right matters. A LOT.

Some add Glitterstim to the mix, and rightfully so. With or without it, this build shuts all of your problems down.

In my area, I've seen a variation that tries to focus a bit more on his ability to dish out more damage. Takes a different mindset to fly and focuses on other aspects, but it's slightly cheaper.

Dengar (33):

  • Predator (3)
  • Recon Specialist (3)
  • R5-P8 (3)
  • Punishing One (12)

Total: 54 pts

This variation wants to joust. Hard.

The trick is to pick your engagements very carefully. PredSpec means red dice mods on both attacks and R5-P8 adds further injury to your desired target. The problem is that this version is much stiffer, aside from the fact that you have no qualms about going right. But the damage output is higher, especially if you can get yourself into one arc at a time. You can try Lone Wolf in there if you're confident you can keep him apart from Boba. Makes him a lot more resilient, especially as a final ship.

Now, for Boba. The bare minimum requires PS increase and mod upgrades are generally redundant on him, thanks to his ability. So, this is more or less a skinny basic setup:

Boba Fett (39):

  • Adaptability (0)
  • Engine Upgrade (4)
  • Tactician (2)

Total: 45 pts

If you're flying Boba the right way, R1 should be your home for most of the game. This means re-rolls for free, usually through boost, which he needs badly.

Whenever you're not at R1 of something, you should be at R2. Tactician makes you a threat at said range as well. From both sides, since it activates on your auxiliary arc as well. Adaptability puts Boba and Dengar in equal footing, PS-wise. Good for maneuvering and target choice.

Again, Glitterstim is a popular choice on Boba, because he's always on the heat of battle.

As you can see, this very popular and practical version of Boba (actually, Veteran Instincts is the EPT of choice) extrapolates the limits of Super Dengar. Fitting 4-LOM in Tactician's place is a way out, sure. If you're having good results with it, I say keep going.

I'm not sure you'll be able to fit in anything different, unless you change Dengar on the fundamentals. But, really, the 56-pt version is as close to a definite ace as you can get. As for Boba, mine's always packing Gunner, so I may be biased into a different mindset (I'm an unlucky bastard when it comes to dice). If you can make a 4-LOM 44-pt version work, then this should be the right track for you.

You pretty much described everything that was difficult with Dengar...

Lone Wolf was just the EPT that I found for 2 points that could have been helpful, but wasn't really.

I slow-rolled the first few rounds to get shields piled up on Gonk, but having to choose between a focus and replacing a shield on the ship was a pain. PTL or EI?

The idea with Overclocked R4 was just that: having a focus for Dengar to spend on his return-fire attack as well as his primary attack. R5-P8 could do that instead, though.

Counter-measures was the Modification I found for 3 points (EU would have been nice...).

Cutting Counter-measures and Overclocked R4 to get R5-P8 sounds good. Other thoughts on a better EPT for Dengar?

For Boba, with whom would you replace 4-LOM? Tactician? 4-LOM has pulled his weight in most games I've played with him, especially with Boba's re-roll ability to maximise dice rolls. Glitterstim would be nice, though.

I'll play around with it some more, and see if I can put an Ion Cannon or Flechette Torpedoes on Boba, or Inertial Dampeners on either of the pilots.

To be honest, I advise against pairing Boba and Dengar, as cool as it is. The reason is that the optimal setup for both takes more than 100 pts and cutting down one of them hurts a lot.

Super Dengar is a beautiful beast to fly, once you realize you shouldn't bother with trying to make his ability work all the time. Extremely action-efficient and packing a serious deterrent (rarely someone attacks him if his arc is pointed towards him/her). His "Super" build, as follows:

Dengar (33):

  • Push The Limit (3)
  • Engine Upgrade (4)
  • K4 Security Droid (3)
  • Unhinged Astromech (1)
  • Punishing One (12)

Total: 56 pts

3 actions per turn (between 4 possible) make him a deadly arc-dodger. Green 3-bank to the right matters. A LOT.

Some add Glitterstim to the mix, and rightfully so. With or without it, this build shuts all of your problems down.

In my area, I've seen a variation that tries to focus a bit more on his ability to dish out more damage. Takes a different mindset to fly and focuses on other aspects, but it's slightly cheaper.

Dengar (33):

  • Predator (3)
  • Recon Specialist (3)
  • R5-P8 (3)
  • Punishing One (12)

Total: 54 pts

This variation wants to joust. Hard.

The trick is to pick your engagements very carefully. PredSpec means red dice mods on both attacks and R5-P8 adds further injury to your desired target. The problem is that this version is much stiffer, aside from the fact that you have no qualms about going right. But the damage output is higher, especially if you can get yourself into one arc at a time. You can try Lone Wolf in there if you're confident you can keep him apart from Boba. Makes him a lot more resilient, especially as a final ship.

Now, for Boba. The bare minimum requires PS increase and mod upgrades are generally redundant on him, thanks to his ability. So, this is more or less a skinny basic setup:

Boba Fett (39):

  • Adaptability (0)
  • Engine Upgrade (4)
  • Tactician (2)

Total: 45 pts

If you're flying Boba the right way, R1 should be your home for most of the game. This means re-rolls for free, usually through boost, which he needs badly.

Whenever you're not at R1 of something, you should be at R2. Tactician makes you a threat at said range as well. From both sides, since it activates on your auxiliary arc as well. Adaptability puts Boba and Dengar in equal footing, PS-wise. Good for maneuvering and target choice.

Again, Glitterstim is a popular choice on Boba, because he's always on the heat of battle.

As you can see, this very popular and practical version of Boba (actually, Veteran Instincts is the EPT of choice) extrapolates the limits of Super Dengar. Fitting 4-LOM in Tactician's place is a way out, sure. If you're having good results with it, I say keep going.

I'm not sure you'll be able to fit in anything different, unless you change Dengar on the fundamentals. But, really, the 56-pt version is as close to a definite ace as you can get. As for Boba, mine's always packing Gunner, so I may be biased into a different mindset (I'm an unlucky bastard when it comes to dice). If you can make a 4-LOM 44-pt version work, then this should be the right track for you.

I really, really appreciate that feedback, K Genesis! I've re-tooled my list for FLGS league tonight, and am having a very hard time choosing between the following:

***I do not have a copy of K4 Security Droid or Unhinged Astromech yet.

Dengar (JumpMaster 5000: 33)

Punishing One (12)

Push the Limit (3)

"Gonk" (2)

Overclocked R4 (1)

Ship total: 51

Boba Fett (Firespray-31: 39)

Adaptability (0)

Engine Upgrade (4)

4-LOM (1)

Glitterstim (2)

Flechette Cannon (2)

Ship total: 48

Squad total: 99

I'm considering using the Slave I title (0), Extra Munitions (2), and Ion Bombs (2) on Boba instead of Glitterstim and Flechette Cannon on this build.

OR

Dengar (JumpMaster 5000: 33)

Punishing One (12)

Push the Limit (3)

"Gonk" (2)

R5-P8 (3)

Ship total: 53

Boba Fett (Firespray-31: 39)

Adaptability (0)

Engine Upgrade (4)

4-LOM (1)

Glitterstim (2)

Ship total: 48

Squad total: 99

Which do you think is the better build?

Oh, I see. There are limitations on what you have. Fair enough. Of the two choices presented, I'd take the second any day of the week. With one small alteration: Veteran Instincts

Between a PS9 bid and a PS10 Boba, there's one huge difference: Poe Dameron.

Against Palp Aces, a 99-pt bid will almost never net you priority. Having PS10 Boba ensures you that someone moves after Soontir and VI-less Vader. And tying for the bid against a Poe squadron at least gives you a chance to pick priority. And you also want to move after Poe. Other than that, Boba peaks at 46, not 48 (47 if you put VI).

Good luck, man. Let me know how it goes.

I used the first of the two squads I listed above last night.

I lost the first game against the Inquisitor and a Palp-Mara Oicunn build, but took out the Inquisitor, and was working on the Decimator. I popped Glitterstim at the opportune moment, but didn't get an foci that round. This was my first time flying against the Inquisitor, and I took him out first, but not before he could get off a Cluster Missiles attack with Guidance Chips. I need to figure out how to avoid bumping Oicunn with Dauntless while moving around him without landing on his Cluster Mines.

I won the second game against an interesting double-Ghost build. One was Kanan with 3PO & Lando aboard, and the other was Hera with Chewie and Nien Nunb; both had FCS and Dorsal Turret. I popped Glitterstim at the non-opportune moment, and got minimal use out of it. My opponent categorically refused to fire on Dengar if I had him in arc, and once I figured out that I could outmanoeuvre them so that I could get a range 1 shot but they couldn't (5 dice at range 1?!), things took a turn for the better. However, that was after Boba was down to 1 hull and Dengar had no shields left (though 2 stacked on "Gonk").

For both games, I need to be wiser about when to double-stress myself with PTL and then Overclocked R4 - the JumpMaster can bear it, but it could be a lot more powerful if I planned out moves far in advance. I may replace "Gonk" with Tactician.

Thanks again for the tips - I really do appreciate the thoughtful feedback!

Dengar (JumpMaster 5000: 33)

Punishing One (12)

Push the Limit (3)

"Gonk" (2)

R5-P8 (3)

Ship total: 53

Boba Fett (Firespray-31: 39)

Adaptability (0)

Engine Upgrade (4)

4-LOM (1)

Glitterstim (2)

Ship total: 48

Squad total: 99

Sorry to break it to you but 48 + 53 is not 99...

Dengar (JumpMaster 5000: 33)

Punishing One (12)

Push the Limit (3)

"Gonk" (2)

R5-P8 (3)

Ship total: 53

Boba Fett (Firespray-31: 39)

Adaptability (0)

Engine Upgrade (4)

4-LOM (1)

Glitterstim (2)

Ship total: 48

Squad total: 99

Sorry to break it to you but 48 + 53 is not 99...

Sorry to break it to you, but 39 + 4 + 1 + 2 is 46. Like I said on my last post.

Edited by K Genesis

Yeah, I got lazy copy+pasting the variant lists I was trying, and forgot to re-tally the totals.

So, this caught my eye because of the name. It's the same name I titled my last tourney list. Only instead of Boba, I used Bossk. Partly because I didn't have a Firespray, but mainly because I loved the YV.

Dengar-33+20
Push the Limit-3
Recon Specialist-3
Punishing One Title-12
R4 Agromech-2
Bossk- 35+12
Veteran Instincts-1
Mangler Cannon-4
Engine Upgrade-4
Tactician-2
4-LOM-1
Total Points: 100
My experience with the tournament is that with Dengar, less can be more. I found myself using Recon Specialist pretty much every round, getting the free target lock and still having something for defense. Honestly, PTL didn't get much use because I had situations where I didn't want to risk keeping the stress if I made a right turn, but it was nice to have if I needed it.

As for Bossk, everyone gunned for him since he was the easier kill. One dice is just not very effective at keeping him alive. I'm now trying to decide if I want to keep him after tweaking him a bit, or going over to a Firespray. I'm kind of leaning towards Kath with Gonk and Engine Upgrade, not sure what else though.

So, this caught my eye because of the name. It's the same name I titled my last tourney list. Only instead of Boba, I used Bossk. Partly because I didn't have a Firespray, but mainly because I loved the YV.

Dengar-33+20
Push the Limit-3
Recon Specialist-3
Punishing One Title-12
R4 Agromech-2
Bossk- 35+12
Veteran Instincts-1
Mangler Cannon-4
Engine Upgrade-4
Tactician-2
4-LOM-1
Total Points: 100
My experience with the tournament is that with Dengar, less can be more. I found myself using Recon Specialist pretty much every round, getting the free target lock and still having something for defense. Honestly, PTL didn't get much use because I had situations where I didn't want to risk keeping the stress if I made a right turn, but it was nice to have if I needed it.

As for Bossk, everyone gunned for him since he was the easier kill. One dice is just not very effective at keeping him alive. I'm now trying to decide if I want to keep him after tweaking him a bit, or going over to a Firespray. I'm kind of leaning towards Kath with Gonk and Engine Upgrade, not sure what else though.

Wouldn't K4/Unhinged give you much more freedom (and both TL/focus)? Saves you a point as bonus, for the bid or Zuckuss on Bossk.

I would run Dengar like this

Dengar

-Calculation

-Recon Specialist

-R4 Agromech

-Punishing One

Comes out to 51 points but hits consistently and with a crit.

Ive been hoping to run something like this for a while but im not great at putting together lists for either Dengy or Bob... THANK YOU for this list. Finally, SuperBountyBros will be a thing!