Hawk and Dog Scum

By Splendor, in X-Wing Squad Lists

OK, I am building a list for a fun casual game tonight and came up with the following:

Palob Godalhi (28)
HWK-290 (20), Veteran Instincts (1), Autoblaster Turret (2), Greedo (1), Engine Upgrade (4)

Kaa’to Leeachos (22)
Z-95 Headhunter (15), Proton Rockets (3), Glitterstim (2), Deadeye (1), Munitions Failsafe (1)

Bossk (50)
YV-666 (35), Rage (1), Flechette Cannon (2), Concussion Missiles (4), Dengar (3), K4 Security Droid (3), Mercenary Copilot (2), Guidance Chips (0)

The idea is to have Palob and Godalhi fly together and make it difficult to choose who to target, Bossk is there to pose as a more far away threat, but threat all together.

Like to hear from you for any changes you would make to this build

There are many impractical upgrades on all three ships, even for a casual build. I'll first explain all of them, then I'll put another build below.

First, Palob: Autoblaster Turret is the worst possible choice because a) Palob has low PS; b) A HWK isnt maneuverable enough to pull the tricks needed for a consistent R1 attack, especially on aces (or higher PS pilots, for that matter).

Veteran Instincts does nothing to help Palob on that issue and there are better EPT choices for 1 pt on him.

Engine Upgrade, while a huge improvement to his survivability, is meant to keep him away from threats, not bring him closer to them.

Palob Godalhi (20):

  • Crackshot (1)
  • Twin Laser Turret (6)
  • Recon Specialist (3)

Total: 30 pts

I don't know which EPTs you have. But, since you have a YV-666, I assume you have Crackshot. This will make it easier for you to land those TLTs on high AGI targets.

RecSpec to modify both shots or save something for defense, but also to help Kaa'to. See below.

Now, Kaa'to: Proton Rockets and Deadeye are a major redundancy. Deadeye replaces the need for a TL for a simple focus. But Prockets already only demands you have a focus token instead of TL. More importantly, Prockets are subpar on a Z-95 due to the ship not having 3 AGI. That means you're paying for ordnance that shoots only at R1 (starting to see a pattern here) and will give you only 1 more extra red die.

Also, Kaa'to is a threat to exactly nobody. People will not hesitate to shoot Palob first like there's no tomorrow.

Kaa'to Leeachos (15):

  • Bodyguard (2)
  • Munitions Failsafe (1)
  • "Hot Shot" Blaster (3)

Total: 21 pts

Now you have a reason for people to think about shooting Kaa'to first (they probably still won't, though). Bodyguard gives Palob an extra green die, as long as they ride together, and synergizes with Kaa'to's ability. Hot Shot with Munitions gives him a 3-dice turret until he lands a hit, which also goes in tandem with Palob's turret attacks.

I should say that this is still not how I would pair them both (Attanni Mindlink is a better build for both, but Attanni squads should be 3+ ships and Bossk isn't a good choice for a 3rd ship in those types of squads), but for a casual round, it works.

Finally, Bossk: He has absolutely no reason to take Rage, as it's made for pilots that interact with stress. He has other ways to ensure full mods that are much more efficient. That said, Dengar AND K4 together is not one of them. Highly redundant and expensive, the only pilot that should take both together is Latts Razzi. Merc Co-pilot is also a very inefficient way of triggering Bossk's ability. Finally, Flechette Cannon is just bad.

Bossk (35):

  • Veteran Instincts (1)
  • Engine Upgrade (4)
  • Dengar (3)
  • Outlaw Tech (2)
  • "Gonk" (2)

Total: 47 pts

Gonk is there because I don't know what else you have. I'm assuming you have a JM5K because you built him with Dengar crew, so I threw Gonk in there as well to help keep Bossk alive. An ideal solution would be 4-LOM, in case you also have a G-1A.

Other than that, this Bossk is amazing to fly. VI puts him at PS9 and EU covers his blindspot weakness. Dengar and Outlaw give you full mods even if you pull off a 0-stop, that's a great simple combo.

And don't worry about Bossk's ability. Crits end up coming naturally.

So, there you have it. a 98-pt squad that should be great for a casual night.

On Kaa'To I assume you are trying to get real close and use the Prockets at Range one in conjunction with his ability to get the free token while target locking as well (Palob could steal it here too for even more synergy)?

Your issue here is three-fold, one, with his agility, 4 dice doesn't fully use the prokets. Two, he only has four hitpoints, so at range one, you'd likely get pwned the very next attack. And, three, you are likely to hit with at least one missile making MF useless on him. I do like deadeye though, with his ability. The idea is that he'd a be one and done? N'Dru is kind of the only one that can work with, or with a much cheaper version (Pirate with missiles and chips) as an alternative.

If it were my list, I'd swap the Muni's for Chimps and then upgrade his Procket to a Concussion or the less favorite clusters, and get that shot off earlier, range-3 (deadeye without stealing) or range 2 steal + Tlock. Remember Kaa'To can only steal what someone else has and Palob can only steal from the enemy same thing and then range to friendly, and if they don't use that action you're flapping in the wind (Which is why I like Deadeye on him for this reason only). You also want to keep him around after he fires his missiles.

While I understand that this is a fun list that Autoblaster makes Palob next to useless, he becomes an easy target. With one standard red, and then a turret for two but only at range one, you are likely to rarely (if ever) get to use him to his potential. With him, you'd have to keep a ship with low agility, a terrible dial and only 5 hitpoints within range 1 of your enemies to make use of that turret. That puts a giant red target on his back.

I'd drop the Flechette cannon and Rage from Bossk (Rage and Dengar are not that optimal together) and then trade out that Autoblaster for a TLT. I understand that you want the two instant damage it would have done to deal that Greedo crit as a nice combo, but it'd be too hard to get off and no one would be dumb enough to get within that doughnut hole, while they'd be shooting you and forcing you to take your own face-up crits as a consequence. You'd have to sac VI on Palob, but Adaptability is a nice alternative.

https://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!113:19,13,128:-1:25:;125:170,135,114,-1:-1:3:;131:170,-1,13,178,122,123,-1:-1:25:&sn=Unnamed%20Squadron

Just my two cents. Good luck.

~OL

Edited by Obsidian Leader

Palob with moldy crow and blaster turret actually also works well too. range 1-2 turret 3 dice