Boba and Dengar... it doesn't get better than a classic, or does it?

By Ace9530, in X-Wing Squad Lists

Hello all. I had 1 victory using this list yesterday. I'm under no illusion that it's a be all, end all, list, but it performed nicely.

Having both pilots at PS 9 and 10 was incredibly useful. Gunner gave Boba utility at more than range 1. With dengar I played keep away and as long as you get into the "NASCAR" loop (leeeeeft tuuuuuuurn) you can PTL for target lock - focus every round. The odd barrel roll to stay out of range one from enemies.

Firespray-31: •Boba Fett (49)

Engine Upgrade (4)

Veteran Instincts (1)

Gunner (5)

Jumpmaster 5000: •Dengar (49)

•Punishing One (12)

Push The Limit (3)

Unhinged Astromech (1)

Bossk (2)

Total: 100/100

Thoughts? I couldn't think of a better crew than bossk. K4 would be nice but doesn't fit. Bossk is great if it triggers when you have the enemy in arc, because you have a target lock and focus for the return fire. Luckily, the bossk stress doesn't stack with the PTL stress.

I wouldn't take Gunner on Fett. You want to maximize your first attack, not whiff and hope the second goes better, not for 5 points at least. I would drop it to 4LOM, maybe Tactician to add some stress threat to him. Then you can easily fit K4 on Dengar.

I wouldn't take Gunner on Fett. You want to maximize your first attack, not whiff and hope the second goes better, not for 5 points at least.

Have you actually played with Gunner? It's not just about "whiffing" your first attack. You can also have a good attack that forces the defender to use tokens to avoid damage, then you get a second attack against someone with fewer tokens. And if Fett's at range 1, his re-roll applies to both attacks.

If you want Gunner on Boba and K4 on Bossk, I would swap Boba's VI for Adaptability. That makes both your pilots PS9 which gives you a lot of flexibility by moving and shooting in whichever order you what every turn.

Have you actually played with Gunner? It's not just about "whiffing" your first attack. You can also have a good attack that forces the defender to use tokens to avoid damage, then you get a second attack against someone with fewer tokens. And if Fett's at range 1, his re-roll applies to both attacks.

I get stripping tokens, but as a player who as played with and against Gunner, many times I found myself in a position with tokens where I could avoid all damage and trigger Gunner or take one damage and not trigger it. So it does put me in that position and I'll usually let the damage go through, making me play a certain way, which is useful in itself. I just think in this setup, it's overcosted for what it does. Just my opinion though.

Edited by Raven19528

You could always drop VI for adaptability so that they are both 9s, this would give you your missing point for the k4 and there is some nice flexibility in having them both be the same pilot skill.

You could always drop VI for adaptability so that they are both 9s, this would give you your missing point for the k4 and there is some nice flexibility in having them both be the same pilot skill.

What a great suggestion!

If you want Gunner on Boba and K4 on Bossk, I would swap Boba's VI for Adaptability. That makes both your pilots PS9 which gives you a lot of flexibility by moving and shooting in whichever order you what every turn.

;)

I really like those two pilots together, great combo. I just won a Spring kit tournament yesterday (17 players) with this:

Boba (VI, Gunner, Engine Upgrade)

Dengar (Predator, Recon Specialist, Punishing One)

100 points

The builds were not really "Meta", except 1 triple JumpMasters list which I faced for my last game and that I managed to beat. Dengar is so much fun to play and his ability can be a real threat that make opponents think twice before attacking, even deciding to not shoot at all (since Boba was too far or out of arc) on a few occasions. As for VI on Boba, it proved key for my tournament and I think it's needed to be sure to move after most aces.

I'm a fierce advocate of Gunner Boba, so I'm down for this one.

I'd say drop it to Adaptability and go the Predspec route. You don't really need Unhinged on this Dengar, so you can either keep the bid or give Dengar Intertial Dampeners, in case someone flies his way expecting him to move.