Star Wars: Imperial Tactics Episode II: Boba Fett

By Boom Owl, in X-Wing

STAR WARS: IMPERIAL TACTICS EPISODE II: BOBA FETT

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Ok Pilots! Welcome back. Some portions of this will repeat ideas discussed during Episode I. As always, I am not an expert authority on X-Wing. Just offering my perspective to start a hopefully gameplay focused conversation about a specific pilot. This is not a “statement of fact” on any particular item.

I view Boba Fett primarily as a High Customization Hunter Killer. He is the X-Wing equivalent to a bottle of Jagermeister. If you dont know what that is ask the OCX guys. In a nicely thematic way, you can build him to destroy a specific ship or archetype. Its difficult and perhaps impossible to find a build that works consistently against “all possible” matchups but as a purpose built Bounty Hunter to overkill Nym or Han Solo for instance, he can work. He just typically struggles against the field without a bit of luck and near perfect flying or decision making.

On to the Content!

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Hit Crit Overview:

  • Hit:

    • Fun and uniquely challenging flight behavior with a front/rear primary arc

    • High customization with access to: Cannons, Missiles, Torpedoes, and Bombs

    • Single ship alpha strike capable with high PS and Extra Munitions

    • High Speed Dial with fast Turns and a four speed K-Turn

    • Imperial Crew Upgrade

    • Evade Action

    • Amazingly Detailed Model

    • Built in "mini" Stay On Target Pilot Ability

  • Crit:

    • High Point Cost, easily exceeds 50-60 pts fully built out

    • Fragile Defense that can be mitigated but not so much that he becomes a point fortress

    • No Built In Action Efficiency

    • Two Big Blind Spots on the sides

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Focus Tokens

  • These are valid comments and complaints that we can get out of the way early.

    • Yes, the Scum version is better in many but not all ways.

    • Yes, its dial and stat line make it look like a gigantic T-65 X-Wing with a rear arc on paper

    • Yes, Tacos are better than Burritos and KFC is better than Boston Market

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Pilot Card:

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Dial:

XUMxr2eG2UjlJBCJNArznV5TNLgorpwEZFK1ZaLvLxnxh_TPkmDzXOgIZcW2Vq5esJLdwnV4C7u1PDeiegVAhYUdee1SNkDvUTQXI_HzMtt-CRSbc3o8f2zpskaZYDHv-0LgXHfV

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EPT Upgrade:

  • Veteran Instincts / Adaptability

    • PS9 or 10 gives Boba a few more rare opportunities to use that niche pilot ability

    • High PS makes Cruise Missiles slightly easier to set up

    • PS10 helps you leverage the art of a Rear Arc Arc Dodger

    • Boba is hungry for action economy. VI only helps a very little bit with that by giving you clearer choices on actions

    • PS9 or PS7 with Adaptability is worth considering if you are trying to fit Boba into a list that needs the pts or you are looking to use Action Bombs

    • Overall there are typically better options unless your building around high PS to specifically hunt and kill something that's bothering you ( aka Whisper, Nym, etc )

  • Expertise

    • My favorite EPT for Boba by far.

    • Opens things up to other key actions like Target Lock, Evade, and Boost

    • Really helps you get the most from his rear Arc, Beware Stress.

  • Lone Wolf

    • My second favorite EPT for Boba

    • One reroll on offense and another on Defense if you are not within Range 1-2 of a wingman

    • Definitely boosts Boba's defensive capabilities especially if you make good choices with Focus/Evade tokens

    • Paired with Recon Spec and Countermeasures Lone Wolf can greatly improve your ability to frustrate concentrated fire.

    • It can get you to the end game and any lone wolf ship left for last can surprise alot of "better" ships.

  • Predator

    • An excellent offensive boost for Boba without the "range" dependency of Lone Wolf

    • Same deal as Expertise he is "action" hungry, and predator is a baby Target Lock.

    • Sort of helps on defense since you can take Evades or Boosts instead of TL

  • Push the Limit

    • Not ideal for Boba given his limited access to green maneuvers

    • Triggers off Ysanne Issard Crew Evade tokens which is fun and unexpected

  • A Score to Settle

    • Zero points for a better chance at pushing through Kylo Crits from the Forward and Rear Arc.Nice option if you are running Kylo Crew. However, Boba has 6 hull and those crits will come back to bite!

  • Calculation

    • Only ever experimented with this as a way to improve crit generation for Kylo

    • Ultimately I find Mangler cannon is reliable enough on that end that its hard to justify Calculation even at 1 pt

  • Rage

    • Any ship that has access to a crew upgrade and some green moves can make use of Rage

    • Target lock and focus all in one for the cost of 2 stress you can clear with one green move if you have Inspiring Recruit Crew

    • Same problem as Push the Limit.....only 3 green moves

  • Expert Handling

    • Gives Boba a barrel roll action and just....feels right thematically

    • Barrel Roll is a huge deal on any ship with a rear arc....especially a big ship.

    • Stress is a problem with limited greens and once again it limits your offensive actions

    • Great fun and the ability to toss off a Target Lock is nothing to shake a crit at

  • Dare Devil

    • Same club as Expert handling

    • Hard 1 Turns are amazing for both arcs....but the stress is a consistent problem

  • Ruthlessnes

    • Something to consider if you are seeing alot of tanky rebel formations (*cough Biggs)

    • With the right missiles and bombs Ruthlessness on Boba can work

  • Swarm Leader

    • Access to two firing arcs makes this slightly easier to set up.

    • Pair Boba with 2 other ships that can get an evade like some strikers and start tossing 5 dice out your rear arc with Tail Gunner

    • Better options of course, but still rewarding when you get it to work

  • Outmaneuver

    • Works best in conjunction with the rear arc

    • If you also have Tail Gunner you can reduce a 2 dice ships agility to Zero which your opponent will love

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Cannon Upgrade

  • Mangler Cannon

    • My favorite cannon for Boba, just ahead of Heavy Laser Cannon

    • Kylo Crew and Expertise can push Critical Crits through in the early game

    • Even without Kylo this cannon does solid work for the 4pts

    • Denying the R3 dice against 1-2 dice ships is key

  • Heavy Laser Cannon

    • I have used this alot just because its so much fun to throw 4 dice with Boba at all ranges of its forward arc without having to take a TL first.

    • Using Expertise and a TL is pretty nice and puts pressure on your opponent.

    • Obviously it costs 7 pts and it can be argued that the # of times per game you actually get to use it would be better spent on some Missiles with Extra Munitions ( typically 5 pts )

    • Still dont ignore it as an option. If you find ways to use it 3 or 4 times in a game your definitely getting some value out of it!

    • All low green dice ship like the Falcon, Nym, etc....do not like to see HLC across the table from them.

    • Paired with Recon Spec a bit of dice luck makes this a scary weapon.

    • Side note, only the initial role gets changed to hits, you can get crits from rerolls and other cards.

  • Tractor Beam

    • At 1 point this can maybe qualify as filler...

    • This very rarely sees use because Boba doesnt have a way to use this and a primary in one turn like Defenders

  • Flechette Cannon

    • Not a great option unless your hunting Whisper or some other ship maybe with Expertise that truly hates Stress

    • MIght have a place against Miranda to help mitigate the Action Slam Bomb madness that Boba fears as much as a Hungry Sarlacc

  • Ion Cannon

    • Fun especially if you pair it with other Ion mechanics in Boba's kit...like Ion Bombs.

    • Still for 3 points if I am looking for Ion Tokens....I typically bring Ion Pulse Missiles.

  • Auto Blaster Cannon

    • Because Boba can throw 4 dice at Range 1....I have rarely seen the need to run this.

    • Might have some merit though against a Biggs/Lowhrick turtle.

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Bomb Upgrade

  • Bomblet Generator

    • Infinite Bombs with this and the Andrasta title makes a near auto include if you can fit the pts

    • Sometimes can conflict with Boba's tendency to want other ships to "chase him" while shooting from his rear arc, but its always provided value for me.

    • It at minimum changes the way your opponent has to fly around you which makes them slightly more predictable which can be worth it on its own.

    • Any time I have used this it has done a handful of damage with no action cost

    • Think of this as semi automatic "bonus" damage outside of the combat phase

  • Conner Net

    • After bomblets this is my second favorite for Boba but I often ignore it simply because its 4 pts and can completely miss

    • You can carry two with Extra Munitions Torp Upgrade from the Slave 1 Title.

    • With practice you can cripple an opponent's biggest threat for at least 1 round

    • Added benefit of being an "Action Bomb" so you can drop this on people higher PS than you with a clear view of the board.

  • Cluster Mines

    • Similar to Conner net in how you use it....but more damage oriented.

    • Given my general lack of comfort with bombs, I have never found a way to really get these things to be effective on Boba

  • Ion Bombs

    • 2x Ion Tokens are not something your opponent can ignore....but they will sometimes forget you have them.

    • Saving these the right time when they are distracted like any bomb can absolutely win a few games

    • Forcing your opponent to fly a ship off the board might be the most satisfying thing in the game.... especially if you send Kanan or RAC off the table.

    • Easily avoided by any opponent who is paying attention

  • Must admit outside of Bomblets I am not well practiced with Bomber Boba, maybe something someone else can really elaborate on. His pilot ability seems somewhat valuable in this role.

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Modification

  • Engine Upgrade

    • By far my favorite modification for Boba ( And maybe any ship that can use it?)

    • Lets you control your approach and your escape to range or behind rocks

    • Really helps maintain favorable range with your rear arc as people chase you.

    • You might not use it often but when you need to use it and dont have it you die

  • Counter Measures

    • Extremely solid and can help you survive at least 1 extra round.

    • Toss a Target Lock and add 1 green dice for a round

    • Pair this with Recon Spec, Rebel Captive, Lone Wolf, or Expert Handling and you have the beginnings of a slightly more "tanky" Boba.

    • Still prefer Engine Upgrade since I would rather avoid a bad situation then try to roll my way out of it

  • Guidance Chips

    • At zero pts this turns Boba into a mini missile/torp alpha strike platform

    • If your running ordinance its always worth consideration, and remember with 3 attack dice Boba gets to change a result to a crit not just a hit

    • Super relevant for early game Kylo Ren ISTDs Crits

  • Long Range Scanners

    • Another zero point beast for Boba.

    • Lets you set the stage for the initial engagement.

  • Tactical Jammer

    • Allows boba to obstruct enemy attacks for other ships in your list...rarely have found a practical use for this given how fast Boba flys

  • Experimental Interface

    • Good fun with a Stress EPT like Daredevil or Expert Handling followed by an action followed by Inspiring Recruit crew to clear both stress after 1 green.

    • Unfortunately we dont get a system upgrade for Advanced Sensors, so this is a definitely limited use case modification

  • Stealth Device

    • I have rarely found a consistent use for this since that big base presents an easy target in the early game.

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Crew

  • Tail Gunner

    • You know how cool Wedge's Pilot Ability is?

    • Well this gives Boba that, denying a green dice when attacking from rear arc.

    • Speaks for itself but does not help solve Boba's fragile defense beyond encouraging you to fly away more often

  • Inspiring Recruit

    • As mentioned above allows you to do fun things with Rage and Experimental Interface, rarely used though due to limited green moves

  • Intel Agent

    • Looking at your opponents dial during the activiation phase sounds fair, actually pairs very well with Boba's Pilot Ability!

    • See something you dont like......bank a different direction....and pray they dont change the terms of the deal with Boosts/Barrel Rolls/Slams

  • Agent Kallus

    • Possibly decent for Boba since its a mini focus token against one ship. Personally never used this but maybe better on Boba then I give it credit, particularly if we're sticking to the hunter killer theme.

  • System Officer

    • Kinda fun if you have another ship nearby that wants a Target Lock...think Tie Strikers

    • Hard to stay close though!

  • Darth Vader

    • Give Boba a Hull Upgrade and you are up to 11 HP.

    • Its fun but only really effective if you dont use it outside of moments where you know for sure it will help you more than it hurts

    • Best part of this crew is imagining Boba and Vader both sitting in the Firespray drinking PBR and fighting over the controls to decide between left or right Bank maneuvers.

    • And of course if you miss a shot you can just say Vader ordered no disintegrations

  • Kylo Ren

    • Bottom line Kylo Ren is a fundamental part of Imperial Tactics even outside of tournaments.

    • If there is a turret on the table (spoiler there is) you need to seriously consider this crew particularly to compensate for Boba's various issues

    • Is Boba a better platform for RAC for this function? No. But he still wrecks 2 low green dice ships.

    • Kylo is my 2nd favorite Crew for Boba simply because he helps even the score against all the 360 turrets and high PS ships out there.

    • With Mangler Cannon and Vader as a wingmen it works consistently enough with practice

  • Navigator

    • Change the speed of your chosen maneuver.

    • With VI and Boba's Pilot Ability and Engine Upgrade.....yea this is amazing fun and pairs nicely with Action Bombs.

  • Rebel Captive

    • One of my favorite Boba Fett Crew, at least equal to Recon Spec or Kylo Ren.

    • Keeps Fett on the board longer as it genuinely discourages early game focus fire

    • Its fantastic for boosting his survivability purely by delaying shots

    • Expertise Rey or Dengar hate this

  • Recon Spec

    • Excellent low cost crew for Boba Fett. This with just Adaptability or VI can form the foundation of a fairly capable low cost Boba

    • Helps with concentrated fire and TLT

    • Obviously doesn't help you if you don't do a focus action...

  • Weapons Engineer

    • Struggling to choose that Target Lock action when you know you need to boost or evade instead but are losing the HP countdown?

    • Bring Weapons Engineer and Long Range Scanner and spoil yourself with choices

    • Just be careful of switching your targets to much before something is off the board.

  • Ysanne Isard

    • I have only ever used this in combination with PTL because its fun and people dont see it coming after his shields go down

    • Basically gives you an evade at the start of combat if you have no shields

    • This results in funny situations like....everyone moved....and now Boba is gonna do Boba things like boost or action bomb etc.

  • Gunner

    • A strong card but without some native dice modification not always as effective as you want it to be. Pairs well with Expertise or Predator or Lone Wolf.

    • Added benefit of imagining an "Evil" Wookie crammed inside the Firespray with Boba.

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Title

  • Andrasta

    • Adds an extra bomb upgrade. aka….The Bomblet Generator Title

  • Slave 1

    • 9 times out of 10 I take this for one of 2 reasons......because of course I do its Slave 1......and for Extra Munitions on a missile or connert net bomb.

    • Many torps require you to spend a TL to use them which complicates things for Boba's already starved action economy. This is often the Extra Munitions title.

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Favorite Wingman

  • Whisper

    • Discussed during the last episode at length.

    • Bottom line Boba is an imperial crew carrier that can push crits through.

    • That gives him a symbiotic relationship with any 30-40 pt Imperial Aces who really like to have Kylo around

    • Whisper specifically is a great ship to use with Lone Wolf Boba since she kind of wants to do her own thing anyway

    • If you use these two together.....don't be surprised if Lone Wolf Boba Fett occasionally ends up as your last ship on the board if they go for Whisper first

  • Darth Vader

    • At PS11 and rocking both Engine Upgrade & Cruise Missiles....

    • Give Boba 2x Cruise Missiles with Kylo and a Mangler and your gonna crush some low green dice ships no question.

    • If I have vader around I am probably using Expertise on Boba but PS10 Boba and PS11 Vader can cause issues for alot of lists

    • Probably my favorite ship to pair with Boba simply because its so **** thematic and the characters are cool together.

  • Kylo Ren

    • Throw Rebel Captive on Boba and watch the world burn as your opponent tries to decide who to shoot first.

    • This can be effective but its a tricky pair since Kylo isnt easy to keep on target without Expert Handling or Daredevil....and smart players are going to be out of arc on Boba alot.

    • I know of at least one store championship that was one with a pairing similar to this.

    • Targeting Synch is huge here especially if you have FCS on Kylo as it works on his primary weapon to and solves a big problem for Boba which is action economy

  • Kath Scarlet

    • Flying 2x Firesprays is fun.

    • Although I must admit I have very limited experience with multiple Firesprays outside of using 3 Generic Bounty hunters to beat 4x Wookie Commando Wookie Wagons that one time

    • Either way you can fly them in a kind of sweeping formation of doom or a windmill which will be lightly explained below and configure them in alot of different ways to handle specific ships

  • RAC

    • It is possible to fit a low point cost Expertise Boba with RAC

    • Flying both ships in a "windmill" basically circles in a corner typically around a big rock you can create a kind of no fly zone for your opponent.

    • It works and is alot of health. Its effective agains the usual things that RAC/Kylo is effective against.

    • Used RAC/Boba to beat Miranda/Nym once.....not sure if thats an even or uneven matchup....but yea its alot of health at least

  • Quick Draw or Backdraft

    • Something feels right about flying one of these guys with Boba

    • Basically mini-me with those rear arcs and you can fly in some pretty fun sweeping formations against your opponent.

    • Keeping the two close together is not always easy because of how fast Boba is.

    • Tail Gunner Boba + Backdraft is good fun

    • Rebel Cap Boba + QD is about making your opponent make poor choices

    • QD can fill the PS11 Cruise Missile Vader role pretty well to, which allows for a 2 ship 10 dice Alpha attack with proper planning

  • There are plenty more but.....I will leave that to suggestions from others who have built around Boba Fett specifically over a longer period of time then me

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General Tips

  • Here is a quick break down of a highly unlikely glorious "Boba Fett" attack run against more than 1 ship.

    • If your opponent lets you do this enjoy it because its not gonna happen often

      • Slow Roll with a 1 straight to set up the lane

      • Slow Roll again to set up a R3 ordinance or cannon shot with TL + Expertise

      • Slow Roll again to get a R1 shot

      • Drift past your opponent for a 4 dice R1 Primary Rear Arc shot

      • Keeping a TL from the prior turn K-Turn to throw a 5 dice cruise missile against something that might have turned around already.

  • Other way to approach this is to keep Boba Fett flying in circles in one corner or around one rock, often transitioning into figure eight patterns as necessary
    • His hard 3 turns are so fast that paired with a boost you can basically circle a rock attack and circle back for an extra green

    • If your opponent doesnt drive in close to bomb you or alpha you this can be pretty effective

    • With Kath or RAC they can swim the opposite direction or post up in a nearby corner.

  • Use that Rear Arc it lets you fly Boba as a gigantic unpredictable Arc Dodger.

    • If your opponent chases you let them chase you for as long as possible from R3 and pick away at them before a K-Turn

    • Drop Bomblets out using Tail Gunner or w/e you have to attack

  • Hard Turns are your friend

    • I can't tell you how many times I have surprised an opponent flying a superior ship just by turning away from combat when they dont expect it.

    • You still get a shot with the arc but with Engine Upgrade you can often end up out of arc and put them in an awkard spot

  • When you are stressed dont auto pick a green move. Pick a move that makes sense.

  • Do whatever you can to keep people out of your blind spot. This is critical

    • You dont have a turret or an Illicit Slam to protect you. If they go there. You are in trouble. Avoid it!

    • These arcs demand your attention not just this round but 2 rounds ahead as well.

  • Don't let people tell you that his Pilot Ability is useless. Its is only mostly useless

  • Avoid bumping as much as possible, Boba is already action starved dont make it worse on him

  • I usually measure the success of a game with Boba based on the total # of turns I go without shooting. If its >1 mistakes were made and I almost definitely lost.

  • Get used to flying around rocks at speed, you need that extra green dice.

    • His dial is not slow and he doesn't have a barrel roll. This aint Dash.

    • Landing on Rocks is a problem with the pilot, it is not the Firesprays fault.

    • Hard turns and banks around rocks are always a bit tricky, practice that.

  • If your in a bad situation throw down a 4 speed and a boost and get the **** out of there.

    • Then K-turn from safety and get back into a slow roll red dice cannon or missile run

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Worst Matchups

  • Nym

    • Get to PS10 with a bid and you can put pressure on him

    • Expertise + Cruise Missiles, with another 4-5 dice ship nearby and you can table him....if he lets you.

    • Kylo Ren/Mangler and a way to get some focus or reroll action should PS0 Nym in the early game

    • Stress him with Reb Captive or Fletchette or Tactician

    • Ion Nym to death with Missiles, Bombs, or Cannons.

    • Remember Advanced Sensors does not work on a ship with an Ion Token.

    • Lone Wolf/Recon Spec helps considerably with TLT

  • Miranda

    • See Nym

    • This is actually a harder matchup then Nym in my opinion since regardless of Miranda's PS level she is dangerous

    • Basically Boba's big base makes him extremely vulnerable to Advanced Slam bombs.

    • Remember Miranda players are "always" planning their next slam attack.

    • The options are terrible with TLT killing you at Range and Bombs murdering you in close followed by regen

    • So yea Blind her with Kylo or Alpha her of the board as soon as possible

    • Ion her to remove the slam options

    • Lone Wolf/Recon Spec helps considerably with TLT

    • Stress her out with Reb Captive or Fletchette or Tactician.

    • Heavy Laser Cannon against 1 green dice is a nice matchup

  • Dengar

    • Its basically like fighting against a firespray with no blind spot

    • Typically has Expertise so Rebel Captive is your friend

    • Low Green dice makes all the same rules apply that you have against Nym/Miranda

    • With the added concern of staying out of the front arc always

  • Dash

    • The nice thing about this matchup is Boba is sometimes fast enough with EU to keep up with Dash and stay close

    • Once again your choices are limited.....but do w/e you can to stay in his donut hole and you can get it done

    • Heavy Laser Cannon hurts dash and of course....Kylo does to.

    • The funny thing about this match up is it can devolve into a “I can run away better than you fight.” Spoiler...HLC Dash wins that dance off.

  • Swarms

    • So these can be a problem.

    • Boba's defense is not great so alot of 2 dice attacks are going to kill you quick

    • Especially if your facing snap shot. When thats the case you need to be extra careful of Range 1 at all times!

    • Once again this is why I like Lone Wolf Recon Spec Counter Measures or Reb Captive so much since it lets you deal with or deter at least a couple more shots than usual

  • VCX

    • Short and sweet here....your options are Kylo, Alpha, or Ion.

    • Boba is to big to stay inside the very small blind spot on a VCX so the only "safe" place is bumping it or blinding it

    • Unfortunately the blind only effects one of the 2 TLT shots these things typically take

    • Stay the **** out of the front range 1

    • I prefer using as many Ion Tokens as possible on this thing since its both funny and rewarding

  • Any High PS Arc Dodger

    • So these present a problem if your at PS8

    • They can spend all day in your blind spots on the side and nip away at you until your gone, so dont let them.

    • If you see that coming 4 straight out of there and come back at them on your terms

    • Against these guys your rear arc is your best friend. Dont get into boost / barrel roll battle with them but do use your hard turns to crush them.

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Questions for the Real Experts:

  • Do you have a preferred predetermined flight pattern that you use with Boba?

  • What did I get wrong above?

  • How do you compensate for his poor native action economy?

  • How do you maximize the use of bombs with Boba Fett and his Pilot Ability?

  • Any Firespray specific practice tips?

  • Are Boba Fett and Darth Vader best friends?

  • Which of the below GIFs best summarizes how you feel about Imperial Boba Fett?

    • Pji6VSWM2zjbdKAeQaDzcApmAihcL49c_uZG3VF7m3tVmIKxZWnAZLTHaU1uM0C_0XSKGiTwHPv6BfyuZjM6SHrU6Sby72asOXn1-iK5OYlUcC9wk-XO-DAfUfDgi76Py0GZsS7c

    • Jagermeister.gif

Edited by Boom Owl

If you want to play something for fun, give it a try.

If you want to stand a chance at a competive level keep your hands far away from the Imperial Firespray.

This is by far the most anyone has ever cared about the Imperial Firespray.

1 minute ago, Stay On The Leader said:

This is by far the most anyone has ever cared about the Imperial Firespray.

I'm actually really impressed. This is like someone doing their doctoral thesis in Writing on one of those coupon pamphlets you get in the mail.

10 hours ago, Stay On The Leader said:

This is by far the most anyone has ever cared about the Imperial Firespray.

I like the ship, so I found it a pleasure to read someone else's constructive viewpoint.

Thanks, @Boom Owl!

I love Imp Boba, he deserves all the love he can get. Firesprays can be a surprise with an Imp ace or miniswarm backing him up. I’m sure a lot of folks aren’t used to him.

theres Just so many ways to build him that it makes him fun to try and figure out what works best for you.

keep it up with these topics! Can’t wait to see Fel’s Wrath ;)

I love flying Imperial Boba. I think you got it perfect when you said that he is great at being designed to take out a specific threat ship. The builds I have focused on in the past are these:

Corran-Killer Boba: Veteran Instincts, Proton Bombs, Slave-1, Extra Munitions, Tail Gunner, Advanced Homing Missile, Long Range Scanners (54)

  • I like this build because PS10 gives you the best way to leverage his ability. Corran doesn't like to see things that deal crits with his flimsy 2-hull E Wing, and I have had a lot of success running proton bombs in general on Boba. He is worth enough points for the enemy to have to chase him to kill him. Proton bombs combined with Adv. Homing Missiles are so amazing. Getting a crit in early can drastically change the outcome of a game.

No-Agility-for-you!: Outmaneuver, Tail Gunner, other upgrades to taste (44+)

  • This is a fun build, but it definitely needs some help with those high PS ships, as Boba will be pretty vulnerable with only 1 action per turn, and no repositioning. Against Fair Ship Rebels and other similar builds with predictable movement this build can be quite nasty.

Fettigator: Navigator plus whatever you want.

  • The classic! I love mixing this build with Expert Handling because if you're flying against anything less than PS8 you can completely outmaneuver your opponent, and it is crazy the amount of places Boba can end up!

In general I try to compensate for Boba's poor action economy by giving him Long Range Scanners. When in combat, I will almost always evade or focus, so losing the TL option isn't that bad. I also run Boba with bombs most of the time, so breaking away isn't that bad. Plus, the other options are Engine Upgrade and Countermeasures, which make Boba even more expensive.

I paired Imperial Boba Fett with Vessery in a few games, and it was real fun. I lost every single of them, but it was fun! Not that it was Boba or Col. Vessery's fault, it's just that I'm not good enough :rolleyes:

I like Krassis Trelix, but he's in an even worse position than Imperial Boba Fett...

Next up: RAC. Plz.

You get a like for such an impressive waste of time.

On 09/28/2017 at 5:31 PM, Boom Owl said:

9 times out of 10 I take this for one of 2 reasons......because of course I do its Slave 1......and for Extra Munitions on a missile or connert net bomb.

Or the long range scanner title...

On 09/28/2017 at 5:31 PM, Boom Owl said:

Kath Scarlet

I've been wondering about trying a discount version of Kath as a duellist - A Score To Settle, Agent Kallus, plus Slave 1/Long Range Scanners gives you a lot of ability to say 'kill that one dude in particular': a lot of action free or stored dice modification which pairs with her ability (dodge the shot, take stress) and at 40 points still have space for the rest of the squad.