Bossk Builds

By intoxicatedALF, in X-Wing

Just got the Hounds Tooth expansion and looking at Builds for Bossk. Currently playing with the below, but with the party bus build now out of commission I'm a little lost as to what upgrades to give him.

Protectorate Fighter : •Fenn Rau (Autothrusters; Concorde Dawn Protector; Push The Limit) 34
Quadjumper : Jakku Gunrunner (Spacetug Tractor Array; Pattern Analyzer) 19

YV-666 : •Bossk (Engine Upgrade; Veteran Instincts; •Dengar; Hotshot Co-pilot) 47

100 points
I figured a high PS wrecking ball with HotCops would kick some butt but not sure if this is the most effective build. Fearlessness is also a tempting upgrade but I think the PS then may be too low to keep HotCops and I wouldn't know where to go from there?
Help?

I've been having fun lately running a super cheap bossk. Only upgrades are K4 and Draw their Fire. Comes in at a cool 39 points.

I like YV's a lot, but they are terrible end game if someone gets behind you. I once witnessed a game where a full health bossk get soloed by a damaged ace. Never even got a shot at the ace.

I've flown this Bossk list with some success lately, which seems to be similar to your list:

46 Bossk w/ VI, HomingM, K4, Zuckuss, 4-LOM, Chips.
34 Fenn w/ PtL, AT, Title.
20 Gunrunner w/ Intel, Pattern Analyser, Tractor Array.
0 Initiative.

Bossk's job is to kill or cripple one enemy ship in the first engagement, with a little help from the Gunrunner's tractor and blocks. He can pretty reliably push 5 damage through on pretty much any ship. If you use the Gunrunner to block correctly you should be able to get 2-3 shots out of Bossk before he needs to spend 1000 years turning around. Fenn Flanks and wins you the endgame.

You could also ditch the Intel and/or pattern analyser for an illicit on Bossk, or an initiative bid if you feel it's important.

Edited by CRCL

Bossk/Determination/Greedo/K4/Dengar/Cluster Missile/Crane/Chips.

HUGE firepower.

Helps to combine it with tractor beams so I usually run it with Ketsu. It's absolutely brutal in the joust.

Bossk: Veteran Instincts + Homing Missile + 4LOM + K4 Security Driod + Boba Fett + Guidance Chips + Scavenger Crane

Ketsu: Veteran Instincts + Dengar Crew + Title + Glitterstim

Do what you want with the remaining points.

That list is disgusting. I'm currently 18 - 2 with it. (Which includes a kit event and a System Open).

Ketsu rams into what needs to die. (Miranda/Biggs/Fenn/Ryad, etc)

Now if you didnt ram, take an evade action. If you did, no worries.

Bossk performs a green, takes a target lock via K4 on the victim and a focus via action and sitting pretty at range 2.

Use Ketsu ability to tractor Beam the victim and pop Glitterstim.

Ketsu fires four glitter/Denger powered dice into your target. If it's Miranda, that's zero ability. Biggs? He only has one left, Fenn or a Defender? Four dice v two agility.

You will hit. Title assigns a second tractor Beam. Biggs now has zero agility or Fenn / Defender has one agility left plus the damage they took.

Bossk now fires a homing missile, with target lock + focus + guidance chips + no evade token, you will either finish on three hits and a crit or two crits and two hits. (Remember, you Ave a primary attack value of three so those GC modify to a crit!).

Convert the crit into five hits.

Biggs is dead. Miranda dies. Fenn dies and a Defender can just about survive if they have Palp.

If you shot at a Ghost, use the crit to deal a face up damage and use Boba to remove the TLT upgrade.

Now try not to look smug when you have destroyed your opponents plan in the first exchange and then go through the motions of reloading your homing missile via Scavenger Crane to do it again the next turn.

Worst match up? A well flown Paratanni that denies you the easy kill on Fenn. Beyond that, there isn't really a match up you don't have the tools to handle. Quad TLT? Remove a Y wing a turn. Ghost + Biggs? Bossk can still shoot the Ghost via the new TL rules.

Have fun!

My kill-Fenn-Rau build "Action Bossk": Bossk, VI, Hotshot Copilot, Dengar, Gunner, Engine Upgrade, Burnout SLAM. Fly him like an arc-dodger. I paired him with Ventress and that worked quite well. I'm having difficulty moving on from this Bossk build because it's so much fun.

I struggle to take bossk without mangler cannon as it works so perfectly with his ability, if you can I would definitely recommend trying to fit it in, unless it's totally against your play style or if you try to use the YV-666 as a support vessel.

3 minutes ago, Quadjumper King said:

I struggle to take bossk without mangler cannon as it works so perfectly with his ability, if you can I would definitely recommend trying to fit it in, unless it's totally against your play style or if you try to use the YV-666 as a support vessel.

Well, kind of. You take a dice off your attack to add a dice if that attack isn't dodged.

The Homing Missile lists fire with 4 red dice and a guaranteed crit (from Guidance Chips).

3 minutes ago, Quadjumper King said:

I struggle to take bossk without mangler cannon as it works so perfectly with his ability, if you can I would definitely recommend trying to fit it in, unless it's totally against your play style or if you try to use the YV-666 as a support vessel.

Guidance Chips and a Missile accomplishes basically the same thing, but the missiles will tend to do a LOT more damage - and with crane to recover them, they don't get permanently discarded that often.

6 minutes ago, Stay On The Leader said:

Well, kind of. You take a dice off your attack to add a dice if that attack isn't dodged.

The Homing Missile lists fire with 4 red dice and a guaranteed crit (from Guidance Chips).

6 minutes ago, thespaceinvader said:

Guidance Chips and a Missile accomplishes basically the same thing, but the missiles will tend to do a LOT more damage - and with crane to recover them, they don't get permanently discarded that often.

Excellent points, I've never run that combo on Bossk before, may need to try that. ^^

Also the Homing missile doesn't allow evades to be spent, and 4-LOM can stop the enemy spending a second token too. Combine the lack of tokens with Zuckuss re-rolling any evades, and you can one-shot pretty much any low HP ace in the game.

All these suggestions are sounding pretty good. Sadly anything with a shadow caster is out as I don't own one yet and probably won't be able to get one for a little while. The homing missile Builds do sound interesting.

maybe something like this:

Protectorate Starfighter : •Fenn Rau (Autothrusters; Concorde Dawn Protector; Push The Limit) 34

Quadjumper : Jakku Gunrunner (Spacetug Tractor Array; Pattern Analyzer) 19

YV-666 : •Bossk (Guidance Chips; Veteran Instincts; Homing Missiles; •4-LOM; K-4 Security Droid; Scavenger Crane) 47

100 points
1 hour ago, Quadjumper King said:

I struggle to take bossk without mangler cannon as it works so perfectly with his ability, if you can I would definitely recommend trying to fit it in, unless it's totally against your play style or if you try to use the YV-666 as a support vessel.

I used to run mangler cannon as it synergies with his ability so well but the homing missile just hits so much harder and honestly, you will only really fire any secondary weapon one to two times in a match and when its clutch, denying that evade token can make or break a match.

Honestly, the amount of matches I won in that first engagement when Defenders were the in thing because I was able to remove them from the board on that opening engagement was crucial. Bossk cannot handle people getting behind him.

39 minutes ago, intoxicatedALF said:

All these suggestions are sounding pretty good. Sadly anything with a shadow caster is out as I don't own one yet and probably won't be able to get one for a little while. The homing missile Builds do sound interesting.

maybe something like this:

Protectorate Starfighter : •Fenn Rau (Autothrusters; Concorde Dawn Protector; Push The Limit) 34

Quadjumper : Jakku Gunrunner (Spacetug Tractor Array; Pattern Analyzer) 19

YV-666 : •Bossk (Guidance Chips; Veteran Instincts; Homing Missiles; •4-LOM; K-4 Security Droid; Scavenger Crane) 47

100 points

Looks pretty solid however their no great synergy (though that's not nesceserily a bad thing) this means that no ships rely on each other which is good, however it decreases your action economy and general firepower especially in the modern (though still largely undefined) meta with Assaj as a support and Biggs out there drawing fire. To remedy this you could bump the quad jumper up to constable Zavio and then chuck Attani Mindlink on all (points made up from swapping PTL and removing pattern Analyser. Or alternatively just swap VI and PTL for Attani Mindlink and use the spare points to mount a bomb on the Quadjumper. This increases your action economy and largely negates the need for PTL as you can have another ship focus for fenn but removes VI (how badly do you need Bossk to shoot that early? not trying to be sarcastic I'm legitimately interested). At least consider the option if you can.

I agree with Quadjumper King, only four actions, those are rookie numbers, you need to pump those numbers up!

If you are flying Scum you need mindlink or some way of getting serious action economy. Take my Ketsu / Bossk list.

Ketsu is PS9.
Only needs to take a focus action most of the time.
Re-rolls available via Dengar, even if bumped.
Glitterstim is a huge panic button and usable even if bumped or stressed.
Add on Gyro Targeting and you can move your arc without actions too.

Bossk is also PS9
Only has two actions available, one which is automatically granted when performing a green move, the other is focus.

Both have double mods, all the time, unless bumped, in which case, they STILL have a modifier to their attack dice.

So if we added mindlink to your list:

Bossk will ALWAYS have a focus and target lock, even if he bumps.
Fenn will ALWAYS have a focus, leaving him OK to target lock for that five dice kill shot, boost out of arc or even focus again to turtle up against a out of arc TLT shot.
Constable will focus or if Bossk is free, Constable can tractor beam and still have a focus.

I like those options.

15 minutes ago, Viktus106 said:

I agree with Quadjumper King, only four actions, those are rookie numbers, you need to pump those numbers up!

If you are flying Scum you need mindlink or some way of getting serious action economy. Take my Ketsu / Bossk list.

Ketsu is PS9.
Only needs to take a focus action most of the time.
Re-rolls available via Dengar, even if bumped.
Glitterstim is a huge panic button and usable even if bumped or stressed.
Add on Gyro Targeting and you can move your arc without actions too.

Bossk is also PS9
Only has two actions available, one which is automatically granted when performing a green move, the other is focus.

Both have double mods, all the time, unless bumped, in which case, they STILL have a modifier to their attack dice.

So if we added mindlink to your list:

Bossk will ALWAYS have a focus and target lock, even if he bumps.
Fenn will ALWAYS have a focus, leaving him OK to target lock for that five dice kill shot, boost out of arc or even focus again to turtle up against a out of arc TLT shot.
Constable will focus or if Bossk is free, Constable can tractor beam and still have a focus.

I like those options.

That's the beauty of Mindlink, it has certain garauntees that make it incredible for one point. To me though it has extra cost by forcing by forcing you to take higher PS pilots.

it does restrict your movement (not wanting to K-Turn) however I usually find that you have enough tokens to survive most attacks (especially with Fenn)

I still prefer Mangler, because I don't need to worry about that TL, or doing greens for the k4. I can generally keep stuff in arc long enough to make up the difference.

1 minute ago, MegaSilver said:

I still prefer Mangler, because I don't need to worry about that TL, or doing greens for the k4. I can generally keep stuff in arc long enough to make up the difference.

As do I, however I can see the appeal in having all the power in a handful of heavy ordnance salvos. It's a choice I sometimes find myself making (namely with the heavy Scyk) choosing ordnance or a cannon. Power and effect vs consistency.

I'd never choose the ordnance if not for the Crane. With the crane, either a Homing Missile or a Cluster Missile is going to have a LOT more punch, with roughly the same frequency of use.

It's very rare, though, that I get more than two shots with Clusters at least - not for want of trying, but typically I get one in the joust, and one or two side-arc shots as I turn around - unless the game goes perfectly, I'm jousting more than two ships, and I have room to turn Ketsu in in front of Bossk for the block. Then I'm often able to get a kill round 1, regain the missile, get a kill round 2, regain the missile, and the rest is just cleanup.

2 hours ago, MegaSilver said:

I still prefer Mangler, because I don't need to worry about that TL, or doing greens for the k4. I can generally keep stuff in arc long enough to make up the difference.

Funny thing is, in a match between our lists, you wouldn't have a mangler cannon to fire. :)

Also, TL is ALWAYS good. Who doesn't love re-rolling dice?

9 minutes ago, Viktus106 said:

Funny thing is, in a match between our lists, you wouldn't have a mangler cannon to fire. :)

Also, TL is ALWAYS good. Who doesn't love re-rolling dice?

Why worry about TL when you've got Dengar? I'm not married to having to attack the guy I TLed, who could have slipped out of arc, to get full mods.

http://geordanr.github.io/xwing/?f=Scum and Villainy&d=v4!s!172:57,-1,-1,179,180,192:29:6:;131:140,110,-1,178,173,177,108:-1:-1:&sn=Tel %26 Bossk

Is this a Bossk build? It's got Bossk.

Slaver - Bossk, gunner, 4-LOM. 37 points. Possibly EU.

10 hours ago, Viktus106 said:

I agree with Quadjumper King, only four actions, those are rookie numbers, you need to pump those numbers up!

If you are flying Scum you need mindlink or some way of getting serious action economy. Take my Ketsu / Bossk list.

Ketsu is PS9.
Only needs to take a focus action most of the time.
Re-rolls available via Dengar, even if bumped.
Glitterstim is a huge panic button and usable even if bumped or stressed.
Add on Gyro Targeting and you can move your arc without actions too.

Bossk is also PS9
Only has two actions available, one which is automatically granted when performing a green move, the other is focus.

Both have double mods, all the time, unless bumped, in which case, they STILL have a modifier to their attack dice.

So if we added mindlink to your list:

Bossk will ALWAYS have a focus and target lock, even if he bumps.
Fenn will ALWAYS have a focus, leaving him OK to target lock for that five dice kill shot, boost out of arc or even focus again to turtle up against a out of arc TLT shot.
Constable will focus or if Bossk is free, Constable can tractor beam and still have a focus.

I like those options.

9 hours ago, Quadjumper King said:

That's the beauty of Mindlink, it has certain garauntees that make it incredible for one point. To me though it has extra cost by forcing by forcing you to take higher PS pilots.

it does restrict your movement (not wanting to K-Turn) however I usually find that you have enough tokens to survive most attacks (especially with Fenn)

Valid points indeed, my only concern for this list and mindlink is it serverly hinders the Quad dial and makes it difficult to punch in a stop maneuver on Bossk, which only having versed the YV-666 a handful of times, looks very handy to have. Furthermore, without upgrading the Gunrunner to a unique pilot with an elite slot I'll only be getting 4 actions anyway weather I use minklink on Bossk and Fenn or just PTL on Fenn.

I've only used mindlink once in a list so I'm still not adept with it. But to m,e it looks in this case I'll be restricting my red maneuvers on all ships for mindlink, or only restricting 1 ship (Fenn) to greens for PTL.

I'll give both versions a try, see how I like them. On the PTL list though I might switch out VI for Fearlessness instead to have a bit more board control. I imagine everyone will want to avoid that huge range 1 arc even more then. :P

Edited by intoxicatedALF
1 hour ago, intoxicatedALF said:

Valid points indeed, my only concern for this list and mindlink is it serverly hinders the Quad dial and makes it difficult to punch in a stop maneuver on Bossk, which only having versed the YV-666 a handful of times, looks very handy to have. Furthermore, without upgrading the Gunrunner to a unique pilot with an elite slot I'll only be getting 4 actions anyway weather I use minklink on Bossk and Fenn or just PTL on Fenn.

I've only used mindlink once in a list so I'm still not adept with it. But to m,e it looks in this case I'll be restricting my red maneuvers on all ships for mindlink, or only restricting 1 ship (Fenn) to greens for PTL.

I'll give both versions a try, see how I like them. On the PTL list though I might switch out VI for Fearlessness instead to have a bit more board control. I imagine everyone will want to avoid that huge range 1 arc even more then. :P

If you don't have much experience with mind link it usually ends up with people doing two hard turns rather than a K or just having turreted ships to avoid the manoeuvrability problem. Quad jumpers are not great with Attani however if they're only pupose is not to bomb or shoot but instead use the tractor beam it's not a huge issue as they are support vessels for field control. You could even exclude mind link from the space tug but having it only only two ships can be a fragile build.