Having amazing results with Kath Scarlet and Bossk

By SgtSmithy, in X-Wing Battle Reports

I just wanted to quickly share a list I've been having great success with lately and is a lot of fun to fly. If you have any suggestions or comments, feel free to respond!

One of my favorite teams of ships to fly has become the combination of the Firespray and YV-666. There are good pilot options and a lot of flexibility, as well as a massive amount of in-arc coverage. Previously, my go-to build was Moralo Eval w/ HLC and supporting crew with a PTL Boba Fett w/ EU and Recon Specialist. The major issue I had with that list is that the massive hammer that is Moralo's 180-degree HLC is a *huge* initial target for good players, and a good enough alpha strike on him ensures that due to his middling pilot skill value of 6, he may only get one shot off before going kablooie. Fett is an end-game monster, but relying on PTL can make using him difficult, especially against arc-dodgers.

I have found a new solution, with which in my small local meta, I have yet to lose a single ship across 4 matches, 3 of which were against highly skilled players I have had trouble beating with the Boba/Moralo build in the past (as well as other lists). Below is my new discovery:

  • Bossk (50 points) - Veteran Instincts, Engine Upgrade, Inertial Dampeners, Mangler Cannon, Dengar, Zuckuss, 4-LOM
  • Kath Scarlet (48 points) - Push the Limit, Recon Specialist, Engine Upgrade
  • Total Cost: 98 points

This list, like all YV-666 and Firespray lists, has really good attack values and a TON of hit points (this combo is 22 hit points - absolutely stellar for only two ships). It doesn't have much agility, but it has an insane amount of in-arc coverage (not turrets = Autothrusters only at range 3!!), and is thus not very difficult to properly position. Bossk can afford to either stay back with his cannon or rush in and around you, and if Kath whizzes past you, she can be hard to predict and dodge, and gets extra attack power to boot. The Zuckuss/4-LOM combo is well-known and respected, and only makes Bossk's ability hurt that much more when it triggers.

Given the right amount of space to work with and good foresight, Kath is a monster. If she has room in front of her, she can easily keep her target in either of her arcs. RecSpec and PTL allow her to turtle up against multiple attacks, EU gives her some repositioning. The extra attack die out of the back means she doesn't mind being chased, and because she'd rather have you behind her, she usually has plenty of space to maneuver to at least get several 4-die attacks off. However, I'm not married to this build, particularly the PTL/RecSpec combo. Over all the 4 games I've played with this list, I've rarely used PTL, and when I did I was usually left with unused tokens (and thus, wasted action and pointless stress). I think EU is a keeper, but possibly swapping out PTL for Predator for extra dice mods or even VI. I'm not sure the crew I'd use to replace RecSpec. I'd have plenty of options, that's for sure. Maybe a Tactician or K-4 (particularly if I go to VI for the EPT)

The star of the show, however, is easily Bossk. I am in love with this build and the options it gives me, particularly in damage output and action efficiency. Bossk's ability combined with Mangler means that (assuming primary arc shots) I can always generate the crit that I need to trigger the ability, and I've found myself getting 2 crits after the Mangler dice mod probably more often than chance dictates I should. Even if I can't keep the enemy in the primary arc, I can still utilize the YV-666's auxiliary arcs in a pinch. Dengar gives me an anti-ace stand-in for Predator, which, in the current meta, is bloody brilliant, and means I shouldn't ever need a target lock. This means my action is always either a boost or a focus. 4-LOM means I can negate the enemy's use of defense tokens, and, since Zuckuss allows me to force any number of defensive rerolls in exchange for some stress (which the YV can shrug off pretty **** well for a large base), basically means that almost no matter who the defender is, I can almost completely eliminate my opponent's defense defense dice and tokens, except for obvious exceptions like a focus-stacked HWK or a double-tokened Soontir. VI gives me that coveted PS9, and with a 2-point initiative bid, means I can easily either force to enemy ace to reposition before I move or just not bother and shoot first instead. The boost gives me some modest repositioning, as well as the ability to either quickly close a gap or to run away so I can turn back around.

Bossk is truly a force to be reckoned with in a way that Moralo's middling pilot skill and lack of an EPT slot just can't compete with. I regularly find my 3-die Mangler cannon attacks doing 4 damage. In two separate matches, I eliminated one of the enemies' top TIEs in the first shot of the game. Once, I slaughtered Howlrunner with 4 hits after negating her focus token and using my own Dengar/focus combo to ensure 2-hits, 1-crit, which, after forcing Howlrunner to reroll her one evade result after a range-3 focus-focus-evade result, turned into 4 hits and a dead Howlrunner, completely eliminating her swarm's offensive rerolls before they could even trigger once. Then, just today, I ended up with blank-crit-crit against Whisper (who had not fired yet, since I had the initiative, and was therefore uncloaked with only a focus token) who rolled blank-focus (focus token blocked with 4-LOM, of course), which Bossk turned into hit-hit-crit, which turned into a double damage crit and a dead Whisper.

Anybody have any other thoughts? I'm particularly open to suggestions about Kath's build.

Edited by SgtSmithy

Have you tried PTL + K4 security droid + Engine Upgrade on Kath? It means you can get focus/TL/Evade or you can boost and still get focus/TL as well.

Love two ship builds so this ticks boxes for me and awesome to see a Firespray being used. :)

Hope you do a battle report with the list as I'd be very interested to see it in action.

Nice combo. I'm not much of a scum player (yet), so I can't comment on the dynamic of the whole list. However wave IX will present a golden opportunity for Kath: the new tail gunner card is not limited to Rebels; you could therefore swap the recon specialist (which doesn't seem to be critical here) for a tail gunner, giving you an ability akin to Wedge's while decreasing your squad cost by one. With the extra point I'd put a tractor beam onto Kath. This would allow a four dice tractor beam attack, with -1 agility. While it ordinarily doesn't measure up to a primary attack it's situational benefit is off the charts, for the normal tractor beam reasons.

Until wave IX comes out I'd recommend the K4 droid for a non-stressed 2 actions per turn. I can't think of a single way to improve on Bossk, great work there.

how does the list do vs torpedo boats or other ordinance heavy lists? do you feel you can tank enough damage and take a torpedo boat out every 1-2 turns? other than that seems like a really great list.

Good list, though i have one thing to input.

Engine upgrade on bossk is only really good for the first 1-2 exchanges isnt it?

after that, you have a pile of stress tokens from zuckuss.

so after the first battle exchange, if you happen to use engine upgrade to get into closer range, Engine Upgrade doesnt really do much does it?

this is what ive got:

Boba Fett (Scum) — Firespray-31 39

Veteran Instincts 1

Gunner 5

Glitterstim 2

Engine Upgrade 4

Ship Total: 51

Bossk — YV-666 35

Veteran Instincts 1

"Mangler" Cannon 4

4-LOM 1

Zuckuss 1

Dengar 3

Inertial Dampeners 1

Ship Total: 46

Edited by Xavi17

Last weekend I won a very small tournament (8 players only) with the following:

Bossk (44)

Veteran Instincts(1), Concussion Missiles(4), Dengar(3), Zuckuss(1), Guidance Chips(0)

Contracted Scout (33)

Extra Munitions(2), Proton Torpedoes(4), Overclocked R4(1), Deadeye(1), Guidance Chips(0)

N’Dru Suhlak (23)

Homing Missiles(5), Veteran Instincts(1)

The advantage of concussion missiles is the first blow you can deal with Bossk.

3 hits plus one crit is about average. And I turned the crit to 2 hits for a total of 5 every single time.

Result game 1; One-shotting the Inquisitor.

Result game 2; Reducing Boba Fett to 1 hp in one turn (combined with Homing missiles)

Result game 3; Deleting a crack-black squadron tie

Result game 4; deleting Corran Horn in one turn (combined with Homing missiles)

Just my 2 cts. Peace and fly casual.

Good list, though i have one thing to input.

Engine upgrade on bossk is only really good for the first 1-2 exchanges isnt it?

after that, you have a pile of stress tokens from zuckuss.

so after the first battle exchange, if you happen to use engine upgrade to get into closer range, Engine Upgrade doesnt really do much does it?

this is what ive got:

Boba Fett (Scum) — Firespray-31 39

Veteran Instincts 1

Gunner 5

Glitterstim 2

Engine Upgrade 4

Ship Total: 51

Bossk — YV-666 35

Veteran Instincts 1

"Mangler" Cannon 4

4-LOM 1

Zuckuss 1

Dengar 3

Inertial Dampeners 1

Ship Total: 46

I like this approach. Took a stab at the list and came up with this - I really like the VI Boba build here:

Boba Fett (39)

Veteran Instincts (1)

Autoblaster (5)

Engine Upgrade (4)

Gunner (5)

Glitterstim (2)

Bossk (35)

Veteran Instincts (1)

"Mangler" Cannon (4)

· Zuckuss (1)

· Dengar (3)

This would allow a four dice tractor beam attack, with -1 agility. While it ordinarily doesn't measure up to a primary attack it's situational benefit is off the charts, for the normal tractor beam reasons.

What? How is Kath gaining this? Firespray's can't shoot out the back with secondary weapons?

how does the list do vs torpedo boats or other ordinance heavy lists? do you feel you can tank enough damage and take a torpedo boat out every 1-2 turns? other than that seems like a really great list.

I haven't had a chance to fly it against ordnance lists yet, so I'll have to see. In the past I've struggled against them, but a couple months ago I did beat triple torpedo boat list with Boba Fett and Moralo Eval. I did have some good green dice and my opponent struggled with his reds a few times, though, so ordnance remains low-agility ships' weakness. This particular list is banking on high damage and pilot skill more than anything, so if I can remove a boat before it shoots, I have a really good chance.

Nice combo. I'm not much of a scum player (yet), so I can't comment on the dynamic of the whole list. However wave IX will present a golden opportunity for Kath: the new tail gunner card is not limited to Rebels; you could therefore swap the recon specialist (which doesn't seem to be critical here) for a tail gunner, giving you an ability akin to Wedge's while decreasing your squad cost by one. With the extra point I'd put a tractor beam onto Kath. This would allow a four dice tractor beam attack, with -1 agility. While it ordinarily doesn't measure up to a primary attack it's situational benefit is off the charts, for the normal tractor beam reasons.

Until wave IX comes out I'd recommend the K4 droid for a non-stressed 2 actions per turn. I can't think of a single way to improve on Bossk, great work there.

Tail Gunner will definitely be going onto Kath when it comes out. For now I'm indeed leaning toward the K-4 instead of Recon.

Also, that tractor beam combo doesn't work, you can't fire secondary weapons out of the rear arc.

Good list, though i have one thing to input.

Engine upgrade on bossk is only really good for the first 1-2 exchanges isnt it?

after that, you have a pile of stress tokens from zuckuss.

so after the first battle exchange, if you happen to use engine upgrade to get into closer range, Engine Upgrade doesnt really do much does it?

It really depends on the game and my opponent. The EU allows me to hit hard against low-agility lists (U-boats, Falcons, fellow YV-666s, Palp-shuttles, or uncloaked Phantoms, for example) without necessarily piling on stress. The Zuckuss + EU combo allows me to be flexible. For 5 points I don't think that's a bad choice to make.

Basically, this is one of the few lists I haven't felt uncomfortable adding a 4-point option, because it does allow Bossk to bail if he needs to (assuming he hasn't had to rely too much on Zuckuss). You're right, though, it is an expensive first-couple-rounds upgrade, and once I see it fail miserably, I may move away from it.

Unfortunately, almost certainly, no - if you have Zuckuss riding shotgun you cannot assume you'll have the luxury of actions after the first round of shooting, else leave him out of your list. Plain as that.

I've run this in countless battles and once you use Zuckuss to re-roll, say, 2 dice, shedding that stress (and the subsequent stress from additional forced re-rolls) is nigh impossible; means never getting an action again - I should note my original Bossk/slaver build had EU and now it does not.

Save yourself some points and throw Dampeners on him.

I took a similar list last night against my son who was running an Imperial interceptor list. My Bossk was a little different with Merc Co-pilot but that combined with Mangler Cannon saw one of the Interceptors get shredded in the first pass, was very nice.

Unfortunately, almost certainly, no - if you have Zuckuss riding shotgun you cannot assume you'll have the luxury of actions after the first round of shooting, else leave him out of your list. Plain as that.

I've run this in countless battles and once you use Zuckuss to re-roll, say, 2 dice, shedding that stress (and the subsequent stress from additional forced re-rolls) is nigh impossible; means never getting an action again - I should note my original Bossk/slaver build had EU and now it does not.

Save yourself some points and throw Dampeners on him.

What would be the point in Dampeners when the ship already has a Stop maneuver? Just in-case for a possible stop move when stressed?

Unfortunately, almost certainly, no - if you have Zuckuss riding shotgun you cannot assume you'll have the luxury of actions after the first round of shooting, else leave him out of your list. Plain as that.

I've run this in countless battles and once you use Zuckuss to re-roll, say, 2 dice, shedding that stress (and the subsequent stress from additional forced re-rolls) is nigh impossible; means never getting an action again - I should note my original Bossk/slaver build had EU and now it does not.

Save yourself some points and throw Dampeners on him.

What would be the point in Dampeners when the ship already has a Stop maneuver? Just in-case for a possible stop move when stressed?

That's exactly it.

Many players know about the stop maneuver, so sometimes, when you're stressed, they just assume you won't stop (because without the dampeners, you can't), so they'll try to block you, so you can't shoot. Popping the dampeners, especially if you have non-action-dependent dice mods, like Predator, Dengar, or some tokens from Manaroo, can catch them off-guard, and suddenly, you haven't bumped them, and now you can shoot. I've done that to opponents before, even destroyed ships with that trick.

It usually only works once per opponent.... but when it works.... oh man, it's a fantastic feeling.

I ran this today Sgt and I'm fast becoming a fan. I was running Dual Firespray's for a little but I have been playing like an absolute goose of late so the Bossk build is a little more forgiving and far more formidable I feel.