Bossk/Mandalorian Mercenary 100pt build

By redwizard64, in X-Wing Squad Lists

Hi everyone, I am fairly new to X-Wing and have been using a squad builder to play around with some ideas. One of them is 100pt scum build as follows:

Bossk (35pts)

  • Dengar (3pts)

Gunner (5pts)

Mercenary Copilot (2pts)

Mangler Cannon (4pts)

Engine Upgrade (4pts)

Daredevil (3pts)

-56pts

Mandalorian Mercenary (35pts)

Saboteur (2pts)

Flechette Cannon (2pts)

Adaptability Decrease (0pts)

  • Experimental Interface (3pts)

Dead Man's Switch (2pts)

-44pts

Total: 100pts

My idea with this is to be able to maneuver well with bossk taking full advantage of the 180deg firing arc and dealing lots of damage. Then the next turn use the relatively low 4 PS of the mandalorian mercenary to be able to get close and use saboteur to try to turn regular damage into faceup damage cards. Any ideas or suggestions that anyone might have for me?

Welcome and nice choice on the 'spray/YV duo.

Some points:

Bossk's ability is a nice plus but a points sink. Dedicate one resource to it and be done.

The Daredevil variant makes it harder to invest in his ability, although it's awesome. Following your template, we can cut some expensive and/or not needed upgrades.

Bossk (35):

• Daredevil (3)

• Engine Upgrade (4)

• "Mangler" Cannon (4)

• Dengar (3)

• Outlaw Tech (2)

• 4-LOM (1)

Total: 52 pts

Gunner and Merc Co-pilot are replaced by Outlaw Tech and 4-LOM.

If you have and are relying on a cannon, Gunner contradicts that. And Merc Co-pilot only works at R3, while doing nothing to improve your chances of actually landing attacks.

Outlaw Tech ensures mods on a full-stop, a very important maneuver for the YV. 4-LOM facilitates hits on aces and the ion token means nothing on odd-number uses of 4-LOM's effect.

In short, more chances of pushing that Mangler crit through for 4 points less. 4 points you can use to upgrade your Firespray:

Kath Scarlet (38):

• Push The Limit (3)

• Engine Upgrade (4)

• K4 Security Droid (3)

Total: 48 pts

Now both have the same PS; that helps with maneuvering two large ships, no doubt.

One extra red die on the 'spray is huge. Engine Upgrade is a necessity, more so than on a YV, and makes sure you have the rear pointed to where you want it. And if you're going to stress yourself out, exploit your greens (K4) and all your actions. Also, Saboteur kinda sucks.

Focus fire, mind your maneuvers and have fun.

Hi everyone, I am fairly new to X-Wing and have been using a squad builder to play around with some ideas. One of them is 100pt scum build as follows:

Bossk (35pts)

  • Dengar (3pts)

Gunner (5pts)

Mercenary Copilot (2pts)

Mangler Cannon (4pts)

Engine Upgrade (4pts)

Daredevil (3pts)

-56pts

Mandalorian Mercenary (35pts)

Saboteur (2pts)

Flechette Cannon (2pts)

Adaptability Decrease (0pts)

  • Experimental Interface (3pts)

Dead Man's Switch (2pts)

-44pts

Total: 100pts

My idea with this is to be able to maneuver well with bossk taking full advantage of the 180deg firing arc and dealing lots of damage. Then the next turn use the relatively low 4 PS of the mandalorian mercenary to be able to get close and use saboteur to try to turn regular damage into faceup damage cards. Any ideas or suggestions that anyone might have for me?

Welcome to the X-Wing forums.

What expansions do you have access to? It's easier to help new players build from their existing pool of resources if you know what that pool contains.