Please Help Me Improve My Bossk/Zuckuss/Kavil list!

By TzeentchMensch, in X-Wing Squad Lists

I love the idea of flying these three ships in conjunction, with Bossk and Kavil putting on the hurt, and Zuckuss tractor-beaming stuff onto rocks.

I flew it tonight and lost pretty badly. Any suggestions for improvements?

Bossk (35)
Trick Shot (0)
4-LOM (1)
Dengar (3)
Outlaw Tech (2)
Inertial Dampeners (1)

Zuckuss (28)
A Score to Settle (0)
Collision Detector (0)
Tractor Beam (1)
Mist Hunter (0)

Kavil (24)
Trick Shot (0)
Autoblaster Turret (2)
Unhinged Astromech (1)
Vectored Thrusters (2)

Total: 100

View in Yet Another Squad Builder

If you're using Bossk, he's extremely unmaneuverable, so in my mind Engine Upgrade is necessary. In general the problem with this list is that you don't have anything to modify your dice, so you're going to have problems with damage output (minus Bossk). I find trick shot with Kavil a little bit of an oxymoron, being as autoblaster turret only fires from range 1, and trick shot requires a obstacle basically removing the ability to have it in range one. Everyone should fly what they want, and I encourage you to fly what floats your boat, however this is going to have a lot of problems, which is part of the reason you don't have too many comments. And I say it with bro-to-bro love, but I'll label a couple.

Bossk is your only major damage source here. He's the only one that could have a target lock AND focus in 1 turn.

you have 2 immobiles. It's hard to pull that off. you do have a 360 on one, and a 180 on the other, but you handicapped your 360 by making it range 1, and your 180 can only do a hard turn at best.

defensively you have 3 1 agility ships, yes you have 28 damage points, but it will be eaten through EXTREMELY fast. I.E. Any 3 red die at range three who has a re-roll capablility and focus token you have a nearly 80% chance of taking 2+ damage (45% 2 die, 32% 3 die). range 2 makes it over 90% chance of 2+.

There's more to say and you're onto something, but there's too many Ideas floating around, narrow focus a bit, and you'll do well.

If you are adamant you want to run these ships together; I would do the below.

•Zuckuss (32) - G-1A Starfighter

Veteran Instincts (1), Fire Control System (2), •Mist Hunter (0), Tractor Beam (1)

•Bossk (40) - YV-666

Veteran Instincts (1), Engine Upgrade (4)

•Kavil (28) - Y-Wing

Veteran Instincts (1), Autoblaster Turret (2), Unhinged Astromech (1)

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These ships tend to be expense so you aren't gonna get the best builds for all 3 of them. Bossk love mangler cannon (expensive) and Kavil like TLT (also expensive), dropping one (Zuckuss my recommendation) and replacing with something cheaper (Z95). would allow you to make the other two stronger.

Edited by the1hodgy

Thanks for the responses guys! I appreciate the candor is pointing out the issues, but also the encouragement to fly what I want to fly :)

I looked on meta-wing for some ideas, and came up with this alternative:

Bossk (35)
Trick Shot (0)
Cluster Missiles (4)
4-LOM (1)
Dengar (3)
K4 Security Droid (3)
Scavenger Crane (2)

Kavil (24)
Trick Shot (0)
Twin Laser Turret (6)
Unhinged Astromech (1)
Vectored Thrusters (2)

Unkar Plutt (17)
Spacetug Tractor Array (2)

Total: 100

View in Yet Another Squad Builder

My experience with Zuckuss as he was built before wasn't great; he didn't accomplish too much and didn't have much in the way of dice modification to land the tractor beams.

This way, Kavil has TLT, Bossk has the alpha-strike build that seems common, and good old Unkar Plutt is a throwaway, designed to get in your face during the initial engagement, and get some tractoring done to help out Kavil and Bossk.

Seems pretty solid, I love flying Kavil with TLT and unhinged Astromech!

I would make 1 slight change. I'd find 2 points (probably pull the K-4 since Dengar lets you re-roll some for free so it's a bit double tapping) to change Unkar a little

Unkar Plutt (17)

spacetug (2)

Cikatro Vizago (0)

Cloaking device (2)

The trick is round 1, his action you cloak him, at the start of that end phase discard Cikatro and switch your cloaking device to something else (I like EMP) which will allow you to run him around, you won't be able to attack with him, but since he's Cloaked he has 2 extra defense dice, and it allows him to be a pest for a little bit longer, especially since you can blast the EMP without losing your cloak. with an EMP it would allow you to also get in position to to get bumped so you can tractor again. ideally you could tractor someone twice after you blast an EMP if he survives that long, but with 4 agility, it forces your opponent to give him a little attention.

Edited by SkyCooper
On 10/11/2017 at 9:59 AM, the1hodgy said:

Bossk love mangler cannon (expensive) and Kavil like TLT (also expensive), dropping one (Zuckuss my recommendation) and replacing with something cheaper (Z95). would allow you to make the other two stronger.

Agreed.

I like Kavil and Bossk together. They are tough and put some good damage in if you load them up right. I run N'Dru with them because he is cheap and reliable. Here's my take:

Kavil [Twin Laser Turret, Unhinged Astromech, Push the Limit, Vectored Thrusters] (36)

N’Dru Suhlak [Lone Wolf] (19)

Bossk [A Score to Settle, “Mangler” Cannon, Zuckuss, 4-LOM, Engine Upgrade] (45)

Here is the Bossk build that I have started running lately. It's insane, but it's super fun, and alot more effective than you think.

Bossk - fearlessness, concussion missiles, cikatro vizago, zuckess, dengar, scavenger crane, guidance chips. 46 points.

He's dangerous at any range, able to pull off 5 damage shots multiple ways. Yes, he's not maneuverable, but you can switch out scavenger crane for burnout slam, or any other illicit at any time. I've been running him with a scum Nym - autoblaster, VI, bomblets, accuracy corrector, genius, title, cruise missiles, long range scanners, and sunny bounder with the light syck title. Sunny will follow bossk around and basically block anyone trying to get behind the party bus. I'm 4-1 with the list and it's one of my new favorites.

2 hours ago, SkyCooper said:

I would make 1 slight change. I'd find 2 points (probably pull the K-4 since Dengar lets you re-roll some for free so it's a bit double tapping) to change Unkar a little

Unkar Plutt (17)

spacetug (2)

Cikatro Vizago (0)

Cloaking device (2)

The trick is round 1, his action you cloak him, at the start of that end phase discard Cikatro and switch your cloaking device to something else (I like EMP) which will allow you to run him around, you won't be able to attack with him, but since he's Cloaked he has 2 extra defense dice, and it allows him to be a pest for a little bit longer, especially since you can blast the EMP without losing your cloak. with an EMP it would allow you to also get in position to to get bumped so you can tractor again. ideally you could tractor someone twice after you blast an EMP if he survives that long, but with 4 agility, it forces your opponent to give him a little attention.

@SkyCooper man you are a wizard with this theorycrafting stuff! I'm going to try out something similar today. I like how this gives Unkar more staying power and the potential to be even more pesky! I love that this still allows me to play around with my desired Tractor Beam shenanigans

@BanthaFather thanks for the suggestion! I'll try running with N'Dru for sure. My concern with that build is that N'Dru gets shot off the table very easily without accomplishing much, do you find this to be the case?

@Biggsy_boy Bossk Nym sounds deadly. At some point I'm going to try out Bossk Nym, Bossk Ketsu, and Bossk Dengar, but I was trying to veer away from the more "meta picks" for right now! Thanks for the suggestion!

Edited by TzeentchMensch
1 minute ago, TzeentchMensch said:

thanks for the suggestion! I'll try running with N'Dru for sure. My concern with that build is that N'Dru gets shot off the table very easily without accomplishing much, do you find this to be the case?

I actually find that N'Dru sticks around quite a long time. He's not the obvious threat, so no-one ever bothers with him. However, his efficiency means that he is consistently doling out (small) amounts of damage, and has adequate defensive capabilities.

Bossk usually gets focus fired because he's chunky and mean. Then, when the opponent realizes how painful Kavil is, they often try to take him out. In my experience, Kavil goes down first, followed by Bossk (if they get that far) and then N'Dru is left on the board. Honestly, I find that N'dru lives a lot longer than Zuckus. Zuckus really runs into problems--with his troublesome dial, minimal agility, and threat he gets focused down really quickly.

Another nice thing about this list is how you fly it. Naturally you keep Kavil and Bossk relatively close, and flank with N'Dru. If you keep Kavil on the far side of Bossk, you essentially assure that they enemy doesn't close into the range-one distance. With the added benefit that all of these pilots have the same skill level, keeping the right formation with Kavil/Bossk will be relatively easy. And, with Kavil's PTL, he can re-position and modify, no problem.