Boba + Twin TLTs

By SDCC, in X-Wing Squad Lists

98 points


Syndicate Thug (25) x 2

Y-Wing (18), Twin Laser Turret (6), Unhinged Astromech (1)


Boba Fett (48)

Firespray-31 (39), Veteran Instincts (1), K4 Security Droid (3), Inertial Dampeners (1), Engine Upgrade (4)


Managed to win a couple of games in my local league last night with this. Quite forgiving as I was very rusty. Boba got in whilst the Y's kited around. Across the two games I lost Boba once and a Y once. That sounds really good but the builds I went against weren't strong match ups for my opponents.



Any suggestions on how to tweak it? I think I might struggle against Scouts but I'm not sure what else to worry about.


Thanks!

Double VCX-100s will give you a hard time. TLTs take a long, long time to wear down 16 health, and the 2 four dice primaries are great at beating down Boba. Triple Defenders can pose a problem, especially with the X-7 title where they can shrug off numerous TLT shots.

At the very least, trade K4 for Dengar crew. You'll possibly not re-roll as many dice outside Range 1, but Boba's ability makes K4 redundant at Range 1 anyway, and with Dengar you'll still get your re-rolls on white maneuvers (and even red and even after using ID's).

You have the points for either switching the astromech to R4 Agro or giving Boba Gunner. He doesn't need reroll crewmen.

Double VCX-100s will give you a hard time. TLTs take a long, long time to wear down 16 health, and the 2 four dice primaries are great at beating down Boba. Triple Defenders can pose a problem, especially with the X-7 title where they can shrug off numerous TLT shots.

Not true. Twin Lasers are actually very good against 0 agility ships, since the TLT is practically gauranteed 2 damage per turn (and that's good damage for a 25 point-ish ship!). Combined with Boba Fett's shooting, this list can remove half a Ghost's health in a single turn of shooting (potentially). So in theory, could destroy both ghosts in 4 turns (although that's stretching it). Point is, it can do just fine against Ghosts.

Agree that at PS10, Boba doesn't really need the 2pt. Spend those last two points. Also, what's the plan for aces? As others have pointed out, there's better crew for Fett than K4 Droid.

I'd rather load him up with 4-L0M, Dengar, Tactician, or Recon Spec. Probably in that order. I also like Glitterstim better than Inertial Dampeners. Also, what's the plan for dealing with Soontir Fel? Every list needs a plan for dealing with Fel, unfortunately...

Not true. Twin Lasers are actually very good against 0 agility ships, since the TLT is practically gauranteed 2 damage per turn (and that's good damage for a 25 point-ish ship!). Combined with Boba Fett's shooting, this list can remove half a Ghost's health in a single turn of shooting (potentially). So in theory, could destroy both ghosts in 4 turns (although that's stretching it). Point is, it can do just fine against Ghosts.

While its true that TLTs have near-guaranteed damage against 0 AGI targets, they are much better against AGI 1+2 targets where 2 damage is still very likely, but they have less health to compensate for it. While you'll probably average 8 damage a turn against a single Ghost (assuming that Boba has a shot and that the Y-wings aren't at range 1 of the target Ghost. In return, the ghosts will do 6 damage on the first turn and about 8 on every turn after that with their FCS target lock. Boba can block 1.5 damage of that, so he will take around 6 damage a turn, on average. Therefore, Boba can - and probably will - die within 2 turns of firing. So you'll trade a Ghost for Boba, which isn't very favourable to you. You also have a near-complete lack of arc-dodging capability, especially against Ghosts with autoblaster turrets or TLTs.

Consider the following:

2 x Lothal Rebel (35)

Fire Control System (2)

Autoblaster Turret (2)

Sabine Wren (21)

Intelligence Agent (1)

Adaptability (0)

Phanton (0)

In this instance you have 2 extremely powerful jousters and a ship that can - and will - block Boba every single turn until he dies, while providing a 3rd ship with 3 attack dice. You probably won't get a ghost off the table before Boba dies, but even if you destroy both ghosts, Sabine is fully capable of taking on 1-2 damaged Ys by herself. Its an improbable list, but contains 2 ghosts and the odds are in its favour.

In terms of modification to your original ist, I'd go with 4LOM on boba and upgrade the syndicate thugs to hired guns, es PS 2 is a really bad place to be at the moment.