I'm thinking Heavy Laser Cannon with Dengar Crew and a Conner Net.
But I think anything benefits from that.
What else?
I'm thinking Heavy Laser Cannon with Dengar Crew and a Conner Net.
But I think anything benefits from that.
What else?
I would suggest VI, Engine Upgrade. Dengar. I'd also recommend Inertial Dampeners - it helps to keep people out of your side arcs. Optionally a bomb at PS10 is pretty nice - just starts to get expensive.
I'm thinking Heavy Laser Cannon with Dengar Crew and a Conner Net.
But I think anything benefits from that.
What else?
HLC on a ship that wants to Range 1 ?
Typically something like VI, engine upgrade, glitterstim, proton bomb and crew of choice, tactician or dengar are good options.
I'm not buying Dengar on Boba .. on Kath yes ...
VI + HLC + Dengar + Engine
These are the most important upgrades.
If you have extra points somehow, next comes Inertial Dampeners or Glitterstim depending upon personal preference.
Thermal Detonator would be my bomb of choice. Boba is probably the only effective PS10 bomber.
HLC really does help if you can fit it in. You actually have a decent chance to hit something at range 3. In a recent game, with HLC, I only hit a tokenless range3 Carnor Jax for 1 hit two different times with fully modded shots.
Edited by Dengar5VI + Gunner + Engine + internal Dampners
Gunner allows you to focus your action on repositioning or Defense and hoping for the best roll to come out. Best thing about Gunner usually forces your opponent to make bad decisions and take one hot they could have tokens up on instead of avoiding all damage.
VI + Engine Upgrade + Auto-blaster cannon
I've had a lot of success with that, you can also add Recon Specialist and a bomb (thermal detonators or proton bomb) of your choice if you want to spend more points.
Bobaroo, with all the jank:
62 Boba w/ VI, Autoblaster, HomingM, Dampeners, Engine, Slave-1, EM, ProtonB.
37 Manaroo w/ Adapt, Recon, R5P8, Feedback, APL.
1 Initiative.
It's not that good, but it's d*mn fun.
Edited by CRCLHLC on Scum Boba is a waste, his ability and the weapon are counter intuitive. Autoblaster Cannon is great with his ability, cannot evade any hits and with at least 1 reroll for range you should be able to get a couple. Crits are the only downside for the AB Cannon. Engine Upgrade is great for repositioning or getting into range 1. IMO HLC's aren't that great on the Scum Firespray's.
I like this build,
VI + Engine Upgrade + Auto-blaster cannon
PS 10, can pump out effective damage and is relatively cheap for a Firespray.
Edit: Fearlessness can really help here too, can be possibly 4 hits that cant be evaded.
Edited by ArchangelspivNot sure on the HLC. You're already paying more points for higher PS with a skill that works at range 1. If you're banking on not being range 1, move down to Kath. Don't really wanna pay 7 more points for the cannon to not have it work at that range band you're paying for. 8 more if you're getting VI also. I'd rather the AB as well.
I'd also consider trying Mindlink over VI depending on the rest of the build you want. That frees up your actions for TLs, evades, boost (if you take Engines). Also allows you to have more options for crew, not tied to Dengar. Possibly tail gunner or even 4LOM.
VI/Mindlink is a wash costwise, but move down to AB and either tail gunner or 4LOM can save you 3-4 points.
Tail Gunner and Fearlessness!
Boba Fett (99)
Boba Fett (47) - Firespray-31
Veteran Instincts (1), "Gonk" (2), Feedback Array (2), Experimental Interface (3)
Manaroo (52) - JumpMaster 5000
Push The Limit (3), Recon Specialist (3), R5-P8 (3), Punishing One (12), Engine Upgrade (4)
VI, EU, stims, and crew of your choice. Dengar gives you extra rerolls, but you already had some. Tactician gives you a while big pair of arcs of doom against aces, but helps little against others.
Gonk lets you... ha, you almost believed me there, didn't you?
4-LOM could be kinda fun, actually. Haven't tried that one, but I should.
For me Engine is a must on most Firespray builds, they are to easy to outfly without.
For me Engine is a must on most Firespray builds, they are to easy to outfly without.
And Boba loves it in particular to close and chase down aces and the like; he can even afford to be aggressive with the often-too-fast firespray dial - if he bumps, that's one less ship shooting back but still giving him rerolls; if he overshoots he can use the rear arc to boot.
Glitterstim is awesome. If you face a swarm and get caught, you can ram one, pop stims, and then laugh as you get near-poe levels of damage mitigation for a round, while shooting back with fully modified dice - I forget the math, but rerolls plus focus on every shot adds up very quickly indeed. It only works one round, but you can certainly make that one round count.
For extra fun, add Daredevil to your EU and really see Boba cut some corners.
I would suggest VI, Engine Upgrade. Dengar. I'd also recommend Inertial Dampeners - it helps to keep people out of your side arcs. Optionally a bomb at PS10 is pretty nice - just starts to get expensive.
This plus sensor jammer.
Firesprays don't have the system slot.
VI - Tactician and autoblaster cannon
Range 3 = meh
Range 2 = stress
Rang1 = unavoidable death
Tough decisions for aces
Alternatively:
VI - 4LOM crew, Glitterstim, Homing Missile, Guidance Chips and extra munitions
They can't spend their focus or evade and have to face four dice. If it doesn't kill Whisper/Inquisitor/Soontir/Carnor outright it will most certainly force a Palp use and still leave them crippled.
Against Jumps, it is quite a nice finisher.
I would suggest VI, Engine Upgrade. Dengar. I'd also recommend Inertial Dampeners - it helps to keep people out of your side arcs. Optionally a bomb at PS10 is pretty nice - just starts to get expensive.
This plus sensor jammer.
Sensor Jammer? Do you know something we don't? o.0
I found him good with Navigator crew with VI and EU. Being able to change speed at PS10 was great at getting range 1 without bumping (except when I wanted to) especially with EU to gain distance and keep targets in arcs. Add 1 point for Inertial Dampeners when you really need a 0 move, and it comes in below 50 points.
I'm thinking Heavy Laser Cannon with Dengar Crew and a Conner Net.
But I think anything benefits from that.
What else?
I used to occasionally run a fully loaded 60pt Boba (mostly for theme and fun rather than power) that looked something like this:
60 - Boba Fett (39)
Slave 1 (0)
Extra Munitions (2)
Expert Handling (2)
Ion Cannon (3)
Proton Bombs (5)
Cluster Missiles (4)
K4 Security Droid (3)
Dead Man's Switch (2)
Guidance Chips (0)
The important thing here is that it's synergic. Mines (bombs dropped with actions) work best at low pilot skill, maneuver bombs work best at high pilot skill, so he has the latter. He wants to be at close range so I've given him Dead Man's Switch (because he'll be up close when he dies) and a repositional ability in the form of Expert Handling to help him get there. Expert Handling stresses him so he has K4 Security Droid which gives him target locks on green maneuvers which gives him modification economy and enables his Cluster Missiles which again benefit from his ability.
Now, obviously you wouldn't want to load a competitive Boba out to this level: the Firespray isn't tough enough against the metagame to pull 60 points worth of weight so you want to equip it only with what you need. But you do want to avoid spending too many points on upgrades that play against your strengths.
Heavy Laser Cannon is a major investment: if you fork out 7 points for it you want to use it instead of your primary as much as possible, ideally at Range 3 where you get your defence bonus and deny the enemy theirs. This plays against both Boba's ability (rerolls at Range 1) and the Firespray's auxilary arc (in which the cannon cannot fire). Conner Net is a mine (an action bomb) that likes low pilot skill: Boba is better served by bombs that drop on maneuver.
Back in Wave 6 SableGryphon ran this as a regional winning list:
51 - Boba Fett (39)
Veteran Instincts (1)
Proton Bombs (5)
Tactician (2)
Engine Upgrade (4)
49 - IG88-B (36)
Veteran Instincts (1)
Advanced Sensors (3)
Heavy Laser Cannon (7)
Autothrusters (2)
Remember again that this is Wave 6, hence no Long Range Scanners or Extra Munitions.
Note that Boba Fett plays to his strengths: his high pilot skill is further enhanced, he has an aggressive repositioning ability to allow him to reach his desired range, a powerful bomb to protect him close up and Tactician gives a ship on the Range 1 Range 2 boundary no good option.
So, good upgrades on Scum Boba:
EPTs
Veteran Instincts/Adaptability: Improve his high pilot skill further to get the edge on aces.
Fearlessness: Boba wants to be at Range 1 to boost his attack and defence and he has two arcs with which to trigger this EPT.
Expert Handling: An alternate way to give Boba repositioning. Cheaper and can shake target locks.
Cannon
By no means essential and Boba won't want to fight with it as his primary mode of fire, but there are arguments for Tractor, Ion and Flechette if you have spare points. Tractor costs a mere one point for a situational weapon that can be very useful at the right moment. Ion and Flechette don't give opponents their range benefits so are useful at the initial engagement for more precise fire, and their control effects can give Boba an advantage for the second: ion lets you predict the enemy maneuver so you can get him at Range 1 and Flechette limits his maneuvers. Flechette can also combo with Tactician against an unstressed ship.
Crew
Dengar: A mind-numbingly boring upgrade but still a good call: it stacks with Boba's rerolls on the attack so you don't need as many Range 1 ships for full modification. If you're good at staying at Range 1 you might get less use out of him.
Tactician: Good on a Firespray any day of the week as it triggers in both arcs. Particularly nice on Boba as it adds a deterrent to Range 2 for relatively few points: a ship on the Range 1 Range 2 border no longer has a good option.
Recon Specialist: Good on Firesprays since Wave 2.
Tail Gunner: Buffs the rear arc. Higher synergy with Kath but still good on Boba.
Bombs
Proton Bombs or Thermal Detonators if you're on a budget. Boba can use his high pilot skill to make good use of both.
Modifications
Engine Upgrade: Repositioning ability.
Long Range Scanners: It's free and he won't really be bothered with target locking close up anyway: this lets him hit harder on the initial engagement.
Illicit
Dead Man's Switch: Boba wants to be at Range 1 and so does a ship with DMS. Discourages TIE interceptors from killing him at Range 1.
Glitterstim: Superfocus stacked with rerolls can give you very high modification on a key round.
Inertial Dampeners: Unsurprising that a card based on one of Boba Fett's moves is a good fit for him: any reactive positional control is good for a high PS ship, especially one that likes Range 1 as much as Boba.
Ordnance
Boba can make good use of short range ordnance if you have points to spare. A range 1 Guidance Chips, Cluster Missiles Glitterstim Fearlessness combo on a three die ship could be particularly brutal. The title also lets him take Extra Munitions to enhance his bombs.
Edited by Blue FiveKeep him cheap and simple. Boba's effect is powerful and does a lot of work by itself, but the Firespray is a difficult ship to fly.
The only must-haves in Boba's list are Veteran Instincts and Engine Upgrade. PS10 and boost give him enough room to be the cornerstone his points suggest him to be.
Cannons on any Firespray not called Krassis are commodities. Firesprays are tough ships to justify commodities.
Bombs are a tactical choice, but Firesprays already have a rear aux arc. If you have the points to spare, go ahead. Otherwise improve your other squad members.
Illicits are always a plus. Same as above, but with higher priority (Boba does love Glitterstim).
Missiles and Title (thus Torps, meaning Extra Munitions) are also commodities. Outside of a very specific gimmick with scum Boba or Krassis they're also hard to justify on Firesprays.
That leaves us with Crew, to which S&V has great options. For Firesprays, here are the most relevant ones:
Considering Boba as pilot, the least important in there is Dengar. Boba's effect already gives you offense (and defense) mods and you'll find out that's more than enough most of the time. You'll just be overextending on your capabilities while other ships, that don't have attack mods, might need him that much more.
Tactician, by itself, can be a good control tool and works from both arcs. But Boba really wants to be at R1 and once you get there, you're really stuck there until either you or your target burn.
Tail Gunner was made for the 'spray, provided that you can work your rear arc more than the front one throughout the match.
Gunner is great insurance against bad rolls and a token-burner against specialized aces. But it's expensive. If you can afford it, it's a great buy that beautifully compliments Boba.
And then there's 4-LOM, which is pretty much Gunner against those same specialized aces with a slight drawback, hardly felt by large ships, that costs 4 points less.
I suggest you experiment with each of them and find the one more suitable to your needs. In the end, a Boba build should look like this:
This will put Boba anywhere in a range of 45 ~ 51 pts. I find that the cheaper he is, the more comfortable I feel. So, I run him at 45 or 47 points. And he is always the top dog, he goes to work like nobody's business.