Give Me Feedback (Array) Pt. 1: Fett-Ex

By Rinzler in a Tie, in X-Wing Squad Lists

Hopefully the community at large can put me at ease with this list: To run it in a league/SC or not:

Fett-Ex

Bossk (49)

-Veteran Instincts

-Boba Fett

-K4 Security Droid

-Gunner

-Engine Upgrade

x4 Black Sun Soldier

-Concussion Missiles

-Guidance Chips

Note: I am on a kick right now that requires I play at least one Z-95 with Concussion and Chips: These aren't the most efficient munitions slaves, I know, so be gentle in your recommendations for alternate wingmen to Bossk.

About Bossk... I love the high PS with Engine Upgrade, as the YV-666 is the centerpiece of the list and I feel it is a must to spend the extra points to get above the generics in order to deal with Aces. Unfortunately, this means I cannot have the Bossk crew card (a much better Gunner, in my opinion) nor can I save points on the Trando Slaver... Thus is life.

Here's my strategy with this list:

The Z-swarm starts opposite from Bossk with two options: 1) Joust whomever sets up across from them (R.I.P.), OR 2) cut in and across the field to aid the ill-tempered reptile.

Bossk on the other hand is responsible to distracting and destroying the toughest ship(s) on the other side. It is important for guns to be pointed at Bossk so the Z's can target lock. Bossk moves greens when EU can get him the rest of the way and shoots whatever is in front of him.

Thoughts on this list's viability against the following popular builds are as follows:

Decimator: YV-666 hull/shield can put up with a lot and I THINK one-on-one Bossk can out-gun/out-live even RAC.

Aces: PS + Engine Upgrade = Contention. Obviously it's really easy for Aces to get in behind a big hunk of trash and just stay there. There's not a ton I can do about that outside of Veteran Instincts and hope I win initiative OR use EU to block if I don't. But the sheer amount of [booms] Bossk can push through should help. Really need to slow-roll the Zs against Aces, though to back up the big guy.

Jumpmasters: Zs take out one JMK and linger to put a couple points of damage on another. Then I lose. Sad day.

Swarms: I don't see this list having any trouble with swarms. Too much damage output for even a Tie-swarm's green dice (especially with no shields to speak of).

My biggest concerns:

- Crew on Bossk. What else would you put on to deal with JMKs?

- Is it worth dropping a Z and replacing it with upgrades on Bossk or something else altogether? Whatever it is, it must compliment the Zs as it would have to fly in formation with them.

- Do I need to make room for Mangler Cannon?

Thanks yinz

I think Dengar is vastly better than the K4 especially in this list - it'll give you more options in terms of keeping the YV maneuverable. You're not limited to greens to get the free TL and it'll work on both the initial roll and the gunner second attack.

You could also consider Latts, so that when the concussion missiles fly, you can deprive the enemy of a dice (re-usable crack shot!). You SHOULD have enough firepower to give jumpmasters a bad day if you can block them or give them initiative so you move in range and get the TL after they move. A 1 point initiative bid should secure this (not seen any JM15K builds with less than 100). You should be able to kill a JM before they fire! Aces, however, could be a real issue. Gunner and Dengar are decent but still going to have trouble getting through to soontir or the inquisitor. I personally love zuckuss on the YV but I usually build it not to care about the stress and hard to see how with the engine upgrade on there.

Here's an idea. The YV has a missile slot, right? Could stick Tracers on Bossk. Then you can focus with all of the Z's as you approach, so you don't need to pick your target until the shooting phase, then bossk shoots with the tracers and gives all the concussion missiles TLs.

Edited by The Inquisitor

Can't figure out how to quote properly on my phone...

Dengar: I like this idea, especially since it allows me to essentially TL against Aces and most other lists AND it isn't action-dependent. Boom.

JM5K lists go as low as 97 *gasp* in fact a build such as that won the Hoth Open. But I will always simultaneous fire with Black Suns over the lowest Z generic, right?

I've more than considered Tracers. It's difficult to justify the point cost (list is at 100, as is) and sacrificing a shot with Bossk unless I'm not taking a shot in return - but totally agree, it could guarantee one less ship on the other side of the field after the alpha strike.

My thoughts: swap K4 for Dengar, swap EU for Mangler, swap Fett for Inertial Dampeners. Double full stop can ruin an ace's day, and allows your wingmen valuable time to get guns on if the Ace is trying to slow roll. Now you're set up to not care about stress. Using that double full stop concept, it may be worthwhile dropping VI to add the tracers. I would have to play test myself before I gave an informed opinion of which works better.

Bossk (35):

  • Veteran Instincts (1)
  • Engine Upgrade (4)
  • Tactician (2)
  • Dengar (3)
  • Gunner (5)
  • Inertial Dampeners (1)

Total: 51 pts

4-LOM (27):

  • Rage (1)
  • Adv. Sensors (3)
  • Tactician (2)

Total: 33 pts

Binayre Pirate (12):

  • Concussion Missiles (4)
  • Guidance Chips (0)

Total: 16 pts

That 51 pts Bossk should get you by against aces. Raging 4-LOM compliments him very well by adding more stress to the cause.

Z just gets in the way. But you said it should have one, so...

Edited by K Genesis

I like that 4-LOM build. Nice use of Rage there.

It's a great use of stress, though a tad expensive. Man, look at all that stress.

How viable is this list? I want to try it now. I'm worried it will die fast - focus fire one of the big guys and you're not left with much. Though, that goes for the op list as well..

The separate pieces are extremely viable. I'm not sure about the squad itself, with the Z. But it's a blast to play with all that stress drama.

I can imagine.

I'm planning on running this or a variation of the OP list competitively soon, if I do I'll post a battle report.

JM5K lists go as low as 97 *gasp* in fact a build such as that won the Hoth Open. But I will always simultaneous fire with Black Suns over the lowest Z generic, right?

I've more than considered Tracers. It's difficult to justify the point cost (list is at 100, as is) and sacrificing a shot with Bossk unless I'm not taking a shot in return

So the issue with initiative is more to do with the TL. You want him to have initiative so he moves first then you move into range 3 and can TL. If it goes the other way around, you move up then he moves into range 3 and you can't shoot missiles. Of course this problem also occurs with anyone over PS3, so the tracers become a possibility to get around that along with a few others (deadeye, squad leader). I think tracers are well worth the paltry 1 point for this sort of list.

So if my current setup is Bossk with:

-Fett

-Dengar

-Gunner

-EU

-VI

Would you drop Fett for Tracers?

And I'm inexperienced flying tracers on a large-base ship. What's the setup/approach look like?

I don't think I've run anything quite like that. But I would assume you go for the alpha as hard as you can. Fly in formation even if it means sending some of your ships through debris or rocks. Get them all in range simultaneously if you can and then bossk can light up the target and unleash hell! Subtle as a brick.

Yeah I'd drop Fett I think. Bossk likes to convert crits to hits anyway. Fett is fun, but unless you have a mangler or protons to guarantee the crit I would perhaps not bother.

Played this tonight:

JumpMaster 5000: Contracted Scout (25)

Deadeye (1)

Proton Torpedoes (4)

Extra Munitions (2)

Guidance Chips (0)

R4 Agromech (2)

YV-666: Trandoshan Slaver (29)

Engine Upgrade (4)

· Zuckuss (1)

· Dengar (3)

G-1A Starfighter: · 4-LOM (27)

Rage (1)

· Mist Hunter (0)

Tractor Beam (1)

It is now a top-3 favorite for me.. And I lost. Lots fun if you want a break from threading needles with Aces and just want to just hammer your opponent's ships. Alpha did 8 shields/hull.

Edited by Rinzler in a Tie

Pretty close to a list I was testing for Regionals.

This is the list I'll be taking to regionals, as well. Any refining touches?

Edited by Rinzler in a Tie

I would drop engine upgrade on the slaver (not much use once Zuckuss starts stressing you) and buy FCS or another system and an outlaw tech on the G1A. Gives you some options when you need to K-turn or one of the other red manoeuvres.

I need to playtest some more but the 4-Lom ability to stress others is really situational. Although, with as many large-base ships/asteroids on the field, boosting with the Slaver is difficult to pull off.

If anything, I'll probably try Advanced Sensors on 4-Lom (suggested above) and free up a point for something else. Which would be..?

Edited by Rinzler in a Tie

I need to playtest some more but the 4-Lom ability to stress others is really situational. Although, with as many large-base ships/asteroids on the field, boosting with the Slaver is difficult to pull off.

If anything, I'll probably try Advanced Sensors on 4-Lom (suggested above) and free up a point for something else. Which would be..?

...either to lose the title and give 4-LOM a Tactician OR add Greedo to the Slaver.

The title is actually worth the 1-point. Tractor Beam can be invaluable when it comes getting a ship out of range 1 from the JM5K.

I'd be okay with Greedo on the Slaver.. 6 shields hold up for enough exchanges to make it worth the crits.

I actually look at the title as giving you barrel roll for 1 point. The tractor beam is just gravy. Well worth 1 point! That said, if points get tight, you can live without it too.

So I've made the tweaks and have been playing this list a lot:

Contracted Scout (25)

Deadeye (1)

Proton Torpedoes (4)

Extra Munitions (2)

Guidance Chips (0)

R4 Agromech (2)

Trandoshan Slaver (29)

· Zuckuss (1)

· Dengar (3)

Inertial Dampeners (1)

· 4-LOM (27)

Rage (1)

· Mist Hunter (0)

Tractor Beam (1)

Advanced Sensors (3)

100 points

But I cannot get it to work. The JMK does it's job: scares the opponent away. The Slaver is unstoppable, really. Great build. And cheap.

But 4-Lom.. I cannot fly him. I think I prefer him over Zuckuss (for points, mostly) but I've used his ability ONCE. He dies so fast. Should I lose Inertial Dampeners to get Zuckuss, then throw 4-Lom crew on the slaver? Zuckuss crew is OP on the Slaver though. Cannot tell you how much he doesn't care about stress and loves seeing Aces reroll Evades into Blanks.

Any suggestions?