Bossk with escort

By Jabbadewonga, in X-Wing Squad Lists

YV-666: · Bossk (35)

Veteran Instincts (1)

"Mangler" Cannon (4)

Engine Upgrade (4)

· Dengar (3)

· Zuckuss (1)

· 4-LOM (1)

Kihraxz Fighter: Black Sun Ace (23)

Wingman (2)

Ion Pulse Missiles (3)

Guidance Chips (0)

Inertial Dampeners (1)

Z-95 Headhunter: · Kaa'to Leeachos (15)

· Bodyguard (2)

Ion Pulse Missiles (3)

Guidance Chips (0)

Inertial Dampeners (1)

What is everyone's thoughts on this? Idea is continually throwing out 0 maneuvers with bossk thanks to wingman until he's in danger of being outmanouvered, when he can throw out hard 2s with the z and e ioning enemy ships.

I'm currently running him building stress with wired but don't like the lack of mobility on him without engine upgrade. Currently flying him with Boba.

I have scum and villainy, aggressor, misthunter and jumpmaster at my disposal but quite like the look of the E-wing.

Would this work or would a U boat/firespray be a better use of points to stop people focusing on bossk?

I've played a number of games with this list and had a lot of fun. I've found that Bossk tends to melt very quickly so too many points on him can hurt though he can dish out the pain and neuters other expensive big ships. If you want to stop him from moving I've found adrenaline rush to be quite good in conjunction with the Full stop maneuver and still allows actions.

Just throwing this out here:

Bossk (35):

  • Veteran Instincts (1)
  • Engine Upgrade (4)
  • 4-LOM (1)
  • Outlaw Tech (2)
  • Dengar (3)
  • Feedback Array (2)

Total: 48 pts

Kaa'to Leeachos (15):

  • Deadeye (1)
  • Concussion Missiles (4)
  • Guidance Chips (0)

Total: 20 pts

Gand Findsman (25):

  • Wingman (2)
  • Electronic Baffle (1)
  • Outlaw Tech (2)
  • Mist Hunter (0)
  • Tractor Beam (1)

Total: 31 pts

Losing Mangler allows for extra quality on escorts, which I think is more important when considering how fast Bossk can burn if the rest of the list is ignored.

Traded Zuckuss for Outlaw Tech for two reasons: 1 - kind of a moot point having a Wingman that won't clear the absurd amounts of stress Zuckuss can pile up; 2 - synergy with a full-stop strategy AND with Kaa'to. Bossk doesn't really need the focus token here, so he can just generate it and give it to Kaa'to.

Finally, Feedback Array covers the blind spot. Between this and your mobility, Bossk won't be caught off-guard.

On Kaa'to, I don't think Ion is the best answer. And Bossk is already covered by FA. Better to just wipe something off the table. Deadeye is an obvious pick to shoot that ordnance and has synergy with Kaa'to, who can now steal focus from Outlaw Techs. Take another focus as an action, Concussion has mods, so it's a pretty accurate shot alongside Chips.

Findsman is just sturdier than BSA and, with this build, far more interesting. E.Baffle lets you K-Turn, take the focus from Outlaw Tech, shed stress (by taking damage, but it can pay off) and take another action. It's not something you'll use every turn, but it can change the outcome of a match at any given time. Plus, it makes the G-1A surprisingly unpredictable. T-Beam replaces Ion Missiles as dislocator.

1-pt bid for PS9 Bossk and both escorts have PS5. Let them sit there at your starting point until you feel like charging ahead and pull off some crazy shenanigans.

Edited by K Genesis

Okay, I'm basically between your above build (cheers for that!), or the following two...

YV-666: · Bossk (35)

Adaptability (Increase) (0)

Cluster Missiles (4)

"Mangler" Cannon (4)

Guidance Chips (0)

· 4-LOM (1)

· Dengar (3)

· Zuckuss (1)

Feedback Array (2)

JumpMaster 5000: · Manaroo (27)

· Lone Wolf (2)

Engine Upgrade (4)

Recon Specialist (3)

· Punishing One (12)

Unhinged Astromech (1)

-- TOTAL ------- 99/100p. --

Or

YV-666: · Bossk (35)

Predator (3)

"Mangler" Cannon (4)

· Boba Fett (1)

· Greedo (1)

· 4-LOM (1)

JumpMaster 5000: · Dengar (33)

Deadeye (1)

Plasma Torpedoes (3)

Extra Munitions (2)

Guidance Chips (0)

Outlaw Tech (2)

· Punishing One (12)

R4 Agromech (2)

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

Bit less of a supportive role from Dengar especially but I imagine just seeing a U boat will take the heat off bossk...

Thoughts? A, B or C? Also gearing towards a 150 points tournament so any input on expanding to that level would be great!

I also have a Bossk & Friends list--Here it goes:

Bossk (47) - YV-666
Marksmanship (3), Greedo (1), 4-LOM (1), Dengar (3), Engine Upgrade (4)
Palob Godalhi (34) - HWK-290
Predator (3), Twin Laser Turret (6), Outlaw Tech (2), Moldy Crow (3)
Kaa'to Leeachos (19) - Z-95 Headhunter
Calculation (1), Hot Shot Blaster (3)
Marksmanship works pretty well with Bossk's pilot ability, he can even deal some critical damage on the first go if he's lucky against a smaller ship.
I lke Palob and Kaa'to. Palob get some use of his pile of focuses with the TLT and defending, red maneuvers aren't the worst with Outlaw Tech, and Kaa'to can use Calculation to target in on whoever Bossk shoots to deal more crits.
Edited by withallyourpower

Let me chime in that VI chimps Bossk with homing missile Zuckus and 4Lom pretty much terrifies every ace out there. And also does 4+ damage to a scout on the can opener round. What the hell do you pair Bossk with?

Let me chime in that VI chimps Bossk with homing missile Zuckus and 4Lom pretty much terrifies every ace out there. And also does 4+ damage to a scout on the can opener round. What the hell do you pair Bossk with?

If you really want to mash play on that anti-ace list, bring 3-4 bugzapper (feedback array) Z-95's and have them create a traffic jam around whatever needs to hold still and cook whatever they catch.

Paired with VI Homing Missles, 4LOM and Zuckuss a list with 4 bugzappers comes in at a respectable 20HP and 99 points. Add Boba or Intelligence Agent for flavor if the initiative isn't critical.

Heck give one of the Z's a round of tracers.

Edited by Mozic

That's rad... I fear not having an obvious answer to Uboats more than aces... I do really like adapt k4 torp scout as a cheap PS4 torp platform that can help PS kill a PS3 scout.

Yeah, honestly scum's best answer to uboats are just uboats with better behaved dice, for lack of some real high quality agility ships - though I imagine an autothruster/sensor jammer Guri would do just fine with her relative PS advantage. Though if they're carrying overclocked R4's and find you closer than range 3 then tough luck there, too

Yeah, honestly scum's best answer to uboats are just uboats with better behaved dice, for lack of some real high quality agility ships - though I imagine an autothruster/sensor jammer Guri would do just fine with her relative PS advantage. Though if they're carrying overclocked R4's and find you closer than range 3 then tough luck there, too

I beg to differ.

My personal answer to JM5Ks has been my main build so far and it hasn't failed me yet: Palob, Kavil, Drea.

You can fit in Concussion Bossk with one of them (although the Ys are built in a very specific way) and have a reliable answer to them just as easily.