Fun Scum - Bossk - Scout - Unkar

By Deepspace5, in X-Wing Squad Lists

Hey all,

It's been a few months since I have made any lists and I finally have the latest wave at my disposal! I want to utilize some of the new tech while still having a fun and quirky list for an upcoming casual tournament (CAC).

99 points

Bossk (46)
YV-666 (35), Veteran Instincts (1), Homing Missiles (5), Inspiring Recruit (1), Zuckuss (1), K4 Security Droid (3), Guidance Chips (0)

Unkar Plutt (23)
Quadjumper (17), Outlaw Tech (2), Pattern Analyzer (2), Spacetug Tractor Array (2)

Contracted Scout (30)
JumpMaster 5000 (25), Proton Torpedoes (4), Boba Fett (1), A Score to Settle (0), Guidance Chips (0)

Right off the bat I feel weird about not having engine on Bossk to help with repositioning. However, I'm hoping that Unkar's Tractor Beam shenanigans can help in that area. I also thought sneaking Boba into the list would be fun to cut out the gimmicks of other lists. I was also considering either a 30 point Palob or Old Teroch instead of the scout for some focus/evade denial.

Thoughts and feedback would be appreciated!

If you want repositioning on Bossk, you could drop the Outlaw Tech and give Bossk the illicit SLAM. One use, sure, but can get him turned around. Then you throw the Ketsu crew on Unkar, and go to town. Or just drop 4-LOM for SLAM. Oh, and I think you might get more mileage out of Dengar, rather than the K4, given the limited greens on the YV.

Your list is pretty decent; it causes some good targeting priority problems for your opponents.

Good point about Dengar over K4. That would allow me to do some sharp turns and still have some rerolls. I would likely do greens to clear stress for another Zuckuss shot though, so it depends on how I position myself. I figure if I could get behind my own scout I could bump into myself while still getting TL and clearing stress.

So, one of your greatest challenges with this list will be formation. The tugboat just isn't fast enough to keep up.

Now, I suspect you are more or less expecting to run Bossk in fast and hard for that massive alpha strike, then run him away to get turned around. Bring the Scout around as a flanker, and try to time Unkar's arrival to coincide. Do I have that close? Or have Bossk bump bump bump into Unkar's backside in a series of short moves, using K4 to feed TL?

Both of those focus on alpha strike and primary encounter to try and reduce your opponent to quivering jelly. And it can work. But if it fails, you aRe in a deal of trouble, because in real terms you have only the Scout as a closer. The YV and the Quad just melt, and are not terribly maneuverable, and if that initial pass doesn't deliver, you aren't likely to get a second chance with them.

A longer-term, more consistent damage dealer might serve you better. Try Moralo Eval with a Mangler or an HLC, Dengar, and an illicit SLAM. And whatever crew you like. Keep the Quad and the Scout - I reckon they're solid as is.

I am biased, i'm afraid. The YV and the Quad both have broken my heart so many times. I want love them, but ****. You make a list like this and it makes me want to hope again, ha ha.

All valid points. That sounds about what I would do with the list with using the scout to keep Bossk somewhat stationary. I really want to make Zuckuss work post-nerf with Insp recruit, but I could put that on Moralo, like you said, to good effect as well. I'll tinker with it some more.