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