YV + Jumpmaster: any chance?

By RitterIgel, in X-Wing Squad Lists

I've been thinking hard to make YV-666 a decent ship for a competitive play. IMHO, only with Wave VIII crew upgrade cards it has become possible. So this is the list I am currently testing.

Bossk (35)

Predator (3)

Mangler Cannon (4)

Zuckuss (1)

4-LOM (1)

Boba Fett (1)

Inertial Dampeners (1)

Tel Trevura (30)

Push the Limit (3)

Dengar (3)

R4-B11 (3)

Punishing One (12)

Hull Upgrade (3)

Points total: 100

With PS 7 I don't have to keep any initiative bid. What I like most is that both ships have a bit of red dice passive control, as well as opponent's green dice control. Inertial Dampeners help Bossk stay in battle for a little longer. Also, Bossk's ability works well because of relatively high chances of uncanceled crit (here comes Boba, if needed). It's just fine for Bossk to accumulate tons of stress or ion tokens, in my opinion. The Jumpmaster lives longer with extra hull and PTLs for focus and target lock (if necessary) to feed the droid.

Local players don't play 3 Scouts or 4 TLTs (for now, at least). On the other hand, unique pilots prevail, so Dengar always works well.

I would appreciate any suggestions concerning the improvement of the list and experience of those who have already tested it or a similar one.

Your list is solid, but Scum has some insane action advantage cards you could use. Also playing large ships without engine upgrade is a no-no. my sugestion is like this

100 points

PILOTS

Bossk (45)
YV-666 (35), Calculation (1), Outlaw Tech (2), K4 Security Droid (3), Engine Upgrade (4)

Dengar (55)
JumpMaster 5000 (33), Push the Limit (3), Unhinged Astromech (1), Glitterstim (2), Punishing One (12), Engine Upgrade (4)

Solid build but with Bossk I'd replace one of 4LOM and Zuckuss with Greedo, that way you get Bossk's pilot ability AND the chance to trigger Boba.

Also, you need to be aware that people will gun for the JM first, as once you can tail Bossk without another ship to watch his back, he's usually toast as he can't turn round quickly enough to get guns on target, especially without Engine Upgrade or Daredevil.

My experience is that keeping YV-666 cheap it has some competive value. Yv with just Greedo as a crew had great value in local campaign which I ended up to win eventually.

I have playtested this list now for my next tournament list and it did really well against Soontir, Whisper, Doom Shuttle list yesterday, game was over in 4 or 5 turns I think.

Cheap YV gets often overlooked and while other ships strips shields away, Greedo can deal those cheap shot crits in.

G-1A Starfighter: · Zuckuss (28)

Veteran Instincts (1)

· Dengar (3)

· Mist Hunter (0)

Tractor Beam (1)

YV-666: Trandoshan Slaver (29)

· Greedo (1)

· 4-LOM (1)

Feedback Array (2)

JumpMaster 5000: Contracted Scout (25)

Adaptability (Decrease) (0)

Anti Pursuit Laser (2)

Intelligence Agent (1)

Inertial Dampeners (1)

· R5-P8 (3)

-- TOTAL ------- 98/100p. --

Thanks for advice!

As for the absence of EU on large ships, I'd been playing RAC with EU for half a year, so I understand all the benefits. Unfortunately, I just don't feel right to pay 4 pts. for an EU on Bossk because of all the stresses he's going to get from Zuckuss. As for JM, Tel Trevura benefits from this bonus hull more than any ship in the game. On the other hand, PTL Jumpmaster really needs boost.

What about Wired for Bossk who is doomed to be stressed the whole game?.. Is Wired better than Predator in this case?

Probably not. Predator can reroll eyes or blanks, wired only gets eyes.

If you're concerned about the stress from Zuckuss... don't take Zuckuss.

I can't say I'm concerned about Zuckuss. I've included him into the list absolutely deliberately to get green dice control on both ships, combined with red dice control. And now my priority is to make Bossk as effective as I can given the circumstances.

Today I'm going to fight some solid scum lists, brobots included. I'll share the results here.

been flying against someone who been using the trandosian slaver with bossk and gunner and I think that has a lot of potential

I like flying my silly version of Bossk that has actually been working quite well.

Bossk w/ Maneuvering Fins, VI, Zuckass, Dengar, Navigator and Inertial Dampeners

Obviously if you are bent on using Dengar on Tel, you can't use him on Bossk. But the important part is Fins and Navi. This lets you choose a 3 hard turn, and with PS9, see what everyone else has done, and then move down to amy bank if necessary. But this version needs a bid. I like running it with this Tel, which leaves a 3 point bid (which is a lot...)

Tel Trevura w/ Hull, VI, K-4, Unhinged Astromech, Title, and Inertial Dampeners.

A similar list got me to second place at the Stele Open a few weeks ago. Solid list that no one will expect. The actual list I took had Bossk with EU, 4-LOM, Dengar, Outlaw Tech and VI, which is the same points (I think, maybe one more).

Edited by Caboose2900

Bossk (35):

  • Wired (1)
  • "Mangler" Cannon (4)
  • 4-LOM (1)
  • Zuckuss (1)
  • Dengar (3)
  • Inertial Dampeners (1)

Total: 46 pts

Tel Trevura (30):

  • Lone Wolf (2)
  • Hull Upgrade (3)
  • Recon Specialist (3)
  • R5-P8 (3)
  • Punishing One (12)

Total: 53 pts

Here's an alternate version that makes Bossk simply brutal:

Bossk (35):

  • Wired (1)
  • Heavy Laser Cannon (7)
  • 4-LOM (1)
  • Zuckuss (1)
  • Dengar (3)

Total: 48 pts

Tel Trevura (30):

  • Lone Wolf (2)
  • Hull Upgrade (3)
  • Recon Specialist (3)
  • R4 Agromech (2)
  • Punishing One (12)

Total: 52 pts

Dengar is much more efficient on a ship bound to be stressed for the whole game. A combination of Wired/Dengar allows you to re-roll everything (for instance, four dice against a unique: eye-eye-blank-blank, you re-roll all of your dice) without being caught off-guard or locked into greens. With this many re-rolls, you're bound to roll natural crits for version 2, so no issues there. And the extra die REALLY counts. Get stressed, go nuts.

Lone Wolf Tel is a nightmare to pin down, RecSpec adds to both attack and defense. Version 2 lets you acquire TLs for when LW's re-roll just isn't enough. The result is a far more durable ship than expected, with far more attack capabilities.

Good luck on your tests today.

Edited by K Genesis

Tried Dengar/Lattz the other night:

Dengar

- PTL

- R4 Agromech

- 4-Lom

- Proton Torps

- Extra Munitions

- Guidance Chips

- Punishing one

TOTAL: 57 pts

Lattz Razzi:

- K4 Security Droid

- Weapons Engineer

- Engine Upgrade

TOTAL: 43 pts

[edit: corrected the points]

The idea being that in the opening exchange Dengar can fire his proton torp at an Imperial Ace, Lattz can reduce their agility by one and 4-Lom can freeze the evade token. 4 hits (solid chance with focus and target lock/proton torps/guidance chips) with max three dice being rolled means even Soontir's having a bad day. ;)

Edited by doobleg

Dengar is much more efficient on a ship bound to be stressed for the whole game. A combination of Wired/Dengar allows you to re-roll everything (for instance, four dice against a unique: eye-eye-blank-blank, you re-roll all of your dice) without being caught off-guard or locked into greens. With this many re-rolls, you're bound to roll natural crits for version 2, so no issues there. And the extra die REALLY counts. Get stressed, go nuts.

Lone Wolf Tel is a nightmare to pin down, RecSpec adds to both attack and defense. Version 2 lets you acquire TLs for when LW's re-roll just isn't enough. The result is a far more durable ship than expected, with far more attack capabilities.

Good luck on your tests today.

Unfortunately, the guy with brobots didn't show up today, so I spent evening playing against Crackshot swarm with Howlrunner. Won all the games. Have to admit, almost a half of my shots ended up with a dead TIE Fighter because of green rerolls from Zuckuss and R4-B11.

A combination of Wired and Dengar looks interesting, I'll try it. The only thing I still want to keep on Bossk is Inertial Dampeners - they usually provide an additional round of shooting before enemy ships finally pass through both of his firing arcs.

Here's a list that I think is solid:


Bossk (35)

Veteran Instincts (1)

"Mangler" Cannon (4)

4-LOM (1)

Dengar (3)

Zuckuss (1)


Tel Trevura (30)

Lone Wolf (2)

Recon Specialist (3)

R5-P8 (3)

Hull Upgrade (3)

Punishing One (12)


Total: 98


You've got 2 extra points, which can be used for Glitterstim on Tel Trevura, or a 2pt bid for Bossk, so he can shoot before Whisper or move after Soontir (depending on the circumstance) and brute force his mangler crit through using Dengar, 4-L0M and Zuckuss. Bossk will explode, but not before you've got him to do a bit of work (hopefully), and then you've got Tel Truvera with 12 effective HP, the durability of Lone Wolf + Recon Spec, and R5-P8 to help put the hurt into Autothruster aces.


Could be solid. I'd test it out.