Trying to make a list centered around the harpoon missile mechanic. Thoughts?

By stormblest, in X-Wing Squad Lists

YV-666: •Bossk (49)
Engine Upgrade (4)
Veteran Instincts (1)
"Mangler" Cannon (4)
•4-LOM (1)
•Boba Fett (1)
•Dengar (3)

Z-95 Headhunter: Black Sun Soldier (14)
Guidance Chips (0)
XX-23 S-Thread Tracers (1)

Z-95 Headhunter: Binayre Pirate (18)
Guidance Chips (0)
Harpoon Missiles (4)
Glitterstim (2)

Z-95 Headhunter: Binayre Pirate (18)
Guidance Chips (0)
Harpoon Missiles (4)
Glitterstim (2)

Total: 99/100

Thoughts are to fly in formation and have them all possibly attack the same target. Bossk will attack first and hopefully strip defensive tokens off then follow up with my PS3 Z-95 with a tracer shot which gives TLs to my PS1 Z-95s and they pop off two harpoon shots.

Round 2 happens and Bossk is able to 4-LOM defensive tokens and push crits through which trigger the harpoon effect and simultaneously Boba Fett's effect making for a really hurt if not a dead ship.

This list was designed to make quick work of large base/low agility ships which is essentially my local meta.

Any input will be greatly appreciated.

Bossk is kinda counterproductive to Harpoons, as you want crits. Moralo Eval might be better, so Mangler can work wider. Also, after those Zs fire their Harpoons, they really don't contribute much of anything. I think fewer, more effective ships, might be useful here. Perhaps double Deadeye Black Sun Aces to carry the Harpoons?

3 hours ago, Greebwahn said:

Bossk is kinda counterproductive to Harpoons, as you want crits. Moralo Eval might be better, so Mangler can work wider. Also, after those Zs fire their Harpoons, they really don't contribute much of anything. I think fewer, more effective ships, might be useful here. Perhaps double Deadeye Black Sun Aces to carry the Harpoons?

I put Bossk in this list because I wanted high pilot skill. Not only that, I think Bossk's ability allows for versatility so I can apply crits when I want to or I can apply two normal damage in its place. The problem with Eval is that his pilot skill is capped at 6.

Also, if you go by total hull/shield value the z-95 headhunter gives me more than the two Black Sun Aces. Total attack dice is the same in either list.

I like Black Sun Ace Kihraxz's because you can essentially do a 1-2 Harpoon punch on their list's biggest threat and have Guidance Chips trigger the condition on the second one (since their primary attack value is 3).

Throw Jostero and a bomber with bomblet generator in the mix, and you're really dishing out the effects:

Captain Jostero (24)
Deadeye (1)
Harpoon Missiles (4)
Guidance Chips (0)
Munitions Failsafe (1)
Vectored Thrusters (2)
Vaksai (0)

Black Sun Ace (23)
Deadeye (1)
Harpoon Missiles (4)
Guidance Chips (0)
Munitions Failsafe (1)
Vectored Thrusters (2)
Vaksai (0)

Sol Sixxa (28)
Veteran Instincts (1)
Dorsal Turret (3)
Extra Munitions (2)
Harpoon Missiles (4)
Cad Bane (2)
Bomblet Generator (3)
Long-Range Scanners (0)

Total: 98

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26 minutes ago, stormblest said:

I put Bossk in this list because I wanted high pilot skill. Not only that, I think Bossk's ability allows for versatility so I can apply crits when I want to or I can apply two normal damage in its place. The problem with Eval is that his pilot skill is capped at 6.

Also, if you go by total hull/shield value the z-95 headhunter gives me more than the two Black Sun Aces. Total attack dice is the same in either list.

I disagree with this by the way, because the number of modifications you can add to Black Sun Aces gets the most out of the additional cost. Guidance Chips + Repositioning with VT's plus an additional mod of your choosing. Adds more versatility that I think is worth the investment.

Perhaps the Zs have more total HP, but I think the BSA would be more efficient, plus the GC proc is lovely. Of course, I didn't even see the elegant brutality of Jostero there.

I also don't think PS is particularly vital on the YV.