Boba, Palob, Scout

By AdamGATX105, in X-Wing Squad Lists

Trying to build a list out of ships I have that will have a good chance of surviving to do damage came up with.

Boba Fett 39

Lone Wolf 2

Glitter 2

4-Lom 1

Palob 20

TLT 6

Adaptability 0

Scout 25

Plasma Torpedoes 3

Extra Munitions 2

Adaptability 0

Guidance chips 0

My plan would be to fly Palob with the scout so he can strip focus or evades off the Scouts targets so the plasmas have just a better chance of hitting. While Boba flys solo into range one to do his thing.

Or should I drop Palob for a couple of Z95 pirates?

Edited by AdamGATX105

The Scout REALLY wants R4 Agromech and Deadeye.

The Scout REALLY wants R4 Agromech and Deadeye.

This is a good idea and is only 3 points I might be able to work it in.

Not sure about what you have, so I'll just throw some possibilities:

Lone Wolf on a 3-ship squad, 2 of them being large, is a no-go. Scum Boba really wants Veteran Instincts (which you obviously have).

For Palob, if you happen to have Wired, then pair it with Zuckuss. If you don't, Attanni Mindlink and Intelligence Agent (you have both, considering the list).

A UBoat without Deadeye is not even a shadow of the monster that roams the meta right now. I'd completely scrap it out of the squad in favor of a Bumpmaster, but that requires a lot of cards you might not have. Maybe upgrade it to a Mindlink Manaroo?

Here's a three ship list I was looking at:

Contracted Scout (25)
Deadeye (1)
Proton Torpedoes (4)
Extra Munitions (2)
Intelligence Agent (1)
R4 Agromech (2)
Guidance Chips (0)
Trandoshan Slaver (29)
Dengar (3)
4-LOM (1)
Tactician (2)
Engine Upgrade (4)
Palob Godalhi (20)
Adaptability (0)
Twin Laser Turret (6)
Total: 100
I have no idea if this is good. Theoretically, each of these ships has a little something in the tank against Aces. The Scout can use Intel Agent to block for the team, Palob can strip tokens, and the YV-666 either has a stress arc in the R2 band or a super dangerous 4 dice in the R1 band, which is probably doubled modified (thanks to Dengar) and also restricts their token usage (thanks for 4-L0M), reducing the safety area for enemies pretty substantially.
Against U-Boats, I guess you try and get Palob in there to pull focus tokens or use the YV-666 to boost and block the U-Boats before they activate? I dunno, maybe it's terrible. Couldn't say. Could be worth testing though.
EDIT: If you really wanted this list to include Boba Fett, you can swap the Intel Agent crew card on the Scout and add the Boba Fett crew card, which will trigger off the Proton Torps. You know, if you really love dat Fett.
Edited by CBMarkham

Ok so would this work better?

Fett 39

VI 1

4-Lom 1

Palob 20

Blaster turret 4

Zuckuss 1

Wired 1

Scout 25

Plasma Torpedoes 3

Extra Munitions 2

R4 agromech 2

Deadeye 1

Guidance chips 0

Or did I break it more?

Blaster Turret is a ballsy choice and Fett misses some mobility (i.e. Engine Upgrade).

But it's, essentially, a better list.

Markham's list is juicy, if you decide to take that route. Personal preference, though, would dictate:

- Intelligence Agent

+ Boba Fett (crew)

- Engine Upgrade

- Tactician

+ Outlaw Tech

- Adaptability

+ Wired

+ Zuckuss

+ Cloaking Device

Edited by K Genesis

You know, if you really love dat Fett.

Its not so much Fett as I want to use my Firespray

Its not so much Fett as I want to use my Firespray

Why didn't you say so?

Mandalorian Mercenary (35)
Predator (3)
4-LOM (1)
Contracted Scout (25)
Deadeye (1)
Proton Torpedoes (4)
Extra Munitions (2)
Intelligence Agent (1)
R4 Agromech (2)
Guidance Chips (0)
Palob Godalhi (20)
Twin Laser Turret (6)
Total: 100