Outlaw Tech or Tactician?

By superdave, in X-Wing

I'm working on a squad for a tournament tomorrow using this guy:

Contracted Scout + Deadeye + Plasma Torpedoes + Extra Munitions + R4 Agromech + Glitterstim + Guidance Chips + [crew]

With the crew slot empty, I have 2 points left. I'd like to hear the merits of filling that crew slot with Outlaw Tech vs. Tactician (Dengar, Zuckuss, 4-LOM are already on the party bus). Or should I look at Boba Fett or using a different upgrade instead?

Outlaw Tech: makes sure I get that focus for a torpedo shot even if I have to do a red maneuver. I rarely find myself in this situation, and once the torpedoes are gone the utility drops to "get a focus."

Tactician: gives up the chance for a torpedo shot off a red move but holds its utility throughout the game.

Other options: Boba Fett, to unplug the Emperor or other pesky upgrade. Greedo to ensure critical hits. Gonk to keep the boat alive longer, maybe. Merc Copilot to tweak long-distance shots, even out of arc.

Thoughts?

I'm working on a squad for a tournament tomorrow using this guy:

Contracted Scout + Deadeye + Plasma Torpedoes + Extra Munitions + R4 Agromech + Glitterstim + Guidance Chips + [crew]

With the crew slot empty, I have 2 points left. I'd like to hear the merits of filling that crew slot with Outlaw Tech vs. Tactician (Dengar, Zuckuss, 4-LOM are already on the party bus). Or should I look at Boba Fett or using a different upgrade instead?

Outlaw Tech: makes sure I get that focus for a torpedo shot even if I have to do a red maneuver. I rarely find myself in this situation, and once the torpedoes are gone the utility drops to "get a focus."

Tactician: gives up the chance for a torpedo shot off a red move but holds its utility throughout the game.

Other options: Boba Fett, to unplug the Emperor or other pesky upgrade. Greedo to ensure critical hits. Gonk to keep the boat alive longer, maybe. Merc Copilot to tweak long-distance shots, even out of arc.

Thoughts?

Im a big fan of Intel Agent + Feedback Array to turn the boat into an excellent blocker once the torpedoes are off.

It probably depends a little on the rest of your squad but I personally had a lot of success ejecting Palpatine with Boba... (plus it is so much fun ;) ) You could change the Plasma for a Proton torpedo and put Boba on there as a very real threat to one of their crucial upgrade cards. Depending on your local meta chances are very high you will encounter the emperor a few times :) good luck for tmrw!

Edited by Space Dragn

I've had more than one game that Boba Fett has been huge in ( to be fair, I've also had a bunch where he didn't do much in). I think he's almost always bringing along if you can spare a crew slot for him.

Either of the other two are solid choices though.

since you got the misthunter crew covered (though really, 4lom should be on the torpscout; more dice to push more damage through) it's basically boba or bust

giving the JM5k a proton torp already makes it a good crew to use, but boba also triggers on any random face-up (note, Boba does not specify when the ship he's on is attacking)

largely used v the emperor (Though a lucky crit v an ace can take them out of the game essentially by slapping off PTL when they don't get direct hit), but you might also live the dream v Dash or Dengar. Both offer a 12 point value by hitting the HLC (which makes Outrider worthless, and 7+5 = 12) or Punishing One , and Dengar + Manaroo seems to be getting some attention as of late

also decent against opposing torp scouts (can deny half their torps, or r4 aggro which makes their torps so powerful in the first place and gives them late game)

outlaw may be cute, but it's so situational and tactician won't be doing much as a one-of

gonk is far too situational and merc co gives the benefit of 0 point card (stupidly situational and largely insignificant) while feigning a 2 point cost

Edited by ficklegreendice

I'd be tempted to shift the Outlaw Tech onto the party boat, as the full stop with a focus is really nice. One of your other crew would them be free for your torp boat.

I only ever remember to use 4-LOM right before my opponent ends up rolling all evades anyway (confirmation bias, I know). I think he almost needs to be paired with Zuckuss to really make him effective against focus, and shoot at a low enough PS to not care about stripping tokens. So... Party Bus.

Oh, and since you have the points Boba/Proton Torps is definitely a good combination to go with. I'd still prefer feedback to glitterstim as the Illicit though. Sweet, sweet auto damage is your friend.

if you run into a super token ace, you hit the evade with 4-lom

that way, with a four hit attack, you're guaranteed a damage unless you run into SD soontir

Thanks for the tips, everyone!

I ran Proton Torpedoes + Boba. Of three games (I took one bye) I only used Fett in my first game, but pulled the bombs off a TIE Bomber that was cruising in front of my YV. I went 2-2 (including the bye as a win) and placed square in the middle: 7/13.

I think I wished for the Tech only once all day (a 2 S-loop right would have given me a nice torpedo shot once) and could have used the Tactician a few times (especially to tame Soontir/Carnor), but now I have real data!

since you got the misthunter crew covered (though really, 4lom should be on the torpscout; more dice to push more damage through) it's basically boba or bust

giving the JM5k a proton torp already makes it a good crew to use, but boba also triggers on any random face-up (note, Boba does not specify when the ship he's on is attacking)

largely used v the emperor (Though a lucky crit v an ace can take them out of the game essentially by slapping off PTL when they don't get direct hit), but you might also live the dream v Dash or Dengar. Both offer a 12 point value by hitting the HLC (which makes Outrider worthless, and 7+5 = 12) or Punishing One , and Dengar + Manaroo seems to be getting some attention as of late

also decent against opposing torp scouts (can deny half their torps, or r4 aggro which makes their torps so powerful in the first place and gives them late game)

outlaw may be cute, but it's so situational and tactician won't be doing much as a one-of

gonk is far too situational and merc co gives the benefit of 0 point card (stupidly situational and largely insignificant) while feigning a 2 point cost

Hang on. Boba says "After performing an attack...you may discard this card..."

I do believe that Boba is stating that the ship he is on must be the one to deal the faceup damage card.

Otherwise wouldn't it be more along the lines of "After an attack is performed..."?

since you got the misthunter crew covered (though really, 4lom should be on the torpscout; more dice to push more damage through) it's basically boba or bust

giving the JM5k a proton torp already makes it a good crew to use, but boba also triggers on any random face-up (note, Boba does not specify when the ship he's on is attacking)

largely used v the emperor (Though a lucky crit v an ace can take them out of the game essentially by slapping off PTL when they don't get direct hit), but you might also live the dream v Dash or Dengar. Both offer a 12 point value by hitting the HLC (which makes Outrider worthless, and 7+5 = 12) or Punishing One , and Dengar + Manaroo seems to be getting some attention as of late

also decent against opposing torp scouts (can deny half their torps, or r4 aggro which makes their torps so powerful in the first place and gives them late game)

outlaw may be cute, but it's so situational and tactician won't be doing much as a one-of

gonk is far too situational and merc co gives the benefit of 0 point card (stupidly situational and largely insignificant) while feigning a 2 point cost

Hang on. Boba says "After performing an attack...you may discard this card..."

I do believe that Boba is stating that the ship he is on must be the one to deal the faceup damage card.

Otherwise wouldn't it be more along the lines of "After an attack is performed..."?

"You", refers to the active ship. (Pg 2 of the Rules reference, under card interpretations)

Edited by StarWarsDad1138

since you got the misthunter crew covered (though really, 4lom should be on the torpscout; more dice to push more damage through) it's basically boba or bust

giving the JM5k a proton torp already makes it a good crew to use, but boba also triggers on any random face-up (note, Boba does not specify when the ship he's on is attacking)

largely used v the emperor (Though a lucky crit v an ace can take them out of the game essentially by slapping off PTL when they don't get direct hit), but you might also live the dream v Dash or Dengar. Both offer a 12 point value by hitting the HLC (which makes Outrider worthless, and 7+5 = 12) or Punishing One , and Dengar + Manaroo seems to be getting some attention as of late

also decent against opposing torp scouts (can deny half their torps, or r4 aggro which makes their torps so powerful in the first place and gives them late game)

outlaw may be cute, but it's so situational and tactician won't be doing much as a one-of

gonk is far too situational and merc co gives the benefit of 0 point card (stupidly situational and largely insignificant) while feigning a 2 point cost

Hang on. Boba says "After performing an attack...you may discard this card..."

I do believe that Boba is stating that the ship he is on must be the one to deal the faceup damage card.

Otherwise wouldn't it be more along the lines of "After an attack is performed..."?

Yes. It must be from the Boba-equipped ship. The card says "You may discard this card and choose..."

"You", refers to the active ship. (Pg 2 of the Rules reference, under card interpretations)

The damage doesn't actually need to come from Fett's ship, just during that that ship is designated as the attacker. There's not a lot of ways for that to happen currently outside of putting the defender on things like bombs and obstacles with a tractor beam.

Edited by WWHSD