Bossk/Asajj

By Mightybeard13, in X-Wing Squad Lists

I don't often play scum, I just cant seem to find my list. That is until now, maybe, I havn't had a chance to play a game with this. I know the YV-666 is risky for many reasons but I feel this would be a workable version with Asajj dealing out stress and hopefully making at least one enemy ship predicable for Bossk to keep in arc dealing out consistent damage. It would be nice to have Lattz on Asajj but I can't seem to find the points and have it be as good.

100 points

PILOTS

Asajj Ventress (46)
Lancer-class Pursuit Craft (37), Push the Limit (3), Burnout Slam (1), Shadow Caster (3), Gyroscopic Targeting (2)

Bossk (54)
YV-666 (35), Expertise (4), “Mangler” Cannon (4), Dengar (3), Hotshot Co-pilot (4), Engine Upgrade (4)

Lattz would also negate your ability to lock people in for Bossk's arc. However, I don't think she is the best option for that. Ion is kinda the bomb.com for knowing exactlyt where people will be. So here's what I might say:

Lose the HSCP on Bossk, I don't think its really worth the points here. The rest of his build is solid.

Ditch Asajj and throw in 2 Syndicate Thugs w/Ion Cannons and R4 Agromechs to lock down your opponent's moves.

The other option could be Ketsu or Spacetugs, to pull someone into Bossk's arc with tractor beams.

I like that idea! And it got me thinking of something like this

Genesis fires the tractor beam to give Bossk arc at a less agile ship and maybe move ships closer together for Quinn's missiles. I've always been a fan of concussions so there is a bit of debate on which missile for Quinn.

100 points

PILOTS

Bossk (51)
YV-666 (35), Expertise (4), “Mangler” Cannon (4), Dengar (3), Ketsu Onyo (1), Engine Upgrade (4)

Genesis Red (24)
M3-A “Scyk” Interceptor (19), Juke (2), “Heavy Scyk” Interceptor (2), Tractor beam (1)

Quinn Jast (25)
M3-A “Scyk” Interceptor (18), Deadeye (1), “Heavy Scyk” Interceptor (2), Guidance Chips (0), Harpoon Missiles (4)

I don't mind that one bit! Though keep in mind, Juke is conditional on Genesis having a target with an Evade token, because really, she wants to TL. I'd consider something else there. I honestly think a Quad is a stronger tractor, as this genesis has to choose between tractor and damage (with low potential, I might add), while QJ's can guarantee Tractor and still shoot. If you want Genesis, I'd use Ion cannon.

If so, a Y-Ion could fit in alongside, or another M3 w/ Ion cannon!

I've never been a fan of Quinn. While basically getting to reload, she's so fragile that it might not even come into play.

so last night I ran this

100 points

PILOTS

Bossk (50)
YV-666 (35), Expertise (4), “Mangler” Cannon (4), Dengar (3), Engine Upgrade (4)

Syndicate Thug (25) x 2
Y-Wing (18), Twin Laser Turret (6), Unhinged Astromech (1)

against intensity guri and two ptl black sun aces. It did pretty well. I was able to take out a black sun ace in the first round of combat and another in the third. by the 4th round my y's were gone and it was down a guri and bossk, both full health. At time Bossk still had 7 hp left. We kept playing for about another half hour or so, in the end guri had one hp left and bossk had 3. I'm not sure if I would run this with tlt y's again, it does take some pressure off bossk since those little buggers tend to attract a lot of heat. I'm not sure if switching out for Ion Turret would make much difference. I'm toying with the idea of pairing this bossk with the intensity Guri I fought against, that seemed like a pretty decent build, (intensity/mkII, virago, AS, AT) but it doesn't leave points for much else (15) besides sunny bounder or inaldra or a ps 1 zed. My other thought was to run a second YV666, either of the named pilots could fit, something like this

100 points

PILOTS

Bossk (51)
YV-666 (35), Expertise (4), “Mangler” Cannon (4), Dengar (3), Rigged Cargo Chute (1), Engine Upgrade (4)

Moralo Eval (49)
YV-666 (34), Heavy Laser Cannon (7), K4 Security Droid (3), Rigged Cargo Chute (1), Engine Upgrade (4)

Rigged cargo Chute could be switched out for burnout slam to help get get turned around or to control who takes damage for a turn

Edited by Mightybeard13

Now that is wild. While I still like the idea of Ion Cannon Ys to lock someone down, Moralo hits like a bloody truck, and those cargo tokens are bomb when someone might be tailing you. Maul might be another option, rather than the K4, as you wouldn't be locked into greens. All around, I think its strong!

Do time lock Assaj. That's the new meta thing to do.

Assaj - lone wolf, lattz, 2x glitterstim, countermeasures.

A buddy of mine runs a Moralo list with Jabba on it that gives Assaj 4 glitters instead of 2. We made a lot of jokes about it, but she was soooo tanky.

Moralo - HCL, Dengar, glitterstim., Jabba.

They are both PS 6. So, they move at the same time. Assaj basically evades every turn, glitterstim as needed, lone wolf for re-rolls on both offense and defense. Moralo has a 180 arc with the HCL, so 4 dice at any range. Just don't fly too close to Assaj

18 hours ago, Biggsy_boy said:

Do time lock Assaj. That's the new meta thing to do.

Assaj - lone wolf, lattz, 2x glitterstim, countermeasures.

A buddy of mine runs a Moralo list with Jabba on it that gives Assaj 4 glitters instead of 2. We made a lot of jokes about it, but she was soooo tanky.

Moralo - HCL, Dengar, glitterstim., Jabba.

They are both PS 6. So, they move at the same time. Assaj basically evades every turn, glitterstim as needed, lone wolf for re-rolls on both offense and defense. Moralo has a 180 arc with the HCL, so 4 dice at any range. Just don't fly too close to Assaj

i'd consider Contraband Cybernetics and Maul on Moralo. You can park her in an advantageous, out of the way spot for... a long time, depending on how Maul treats you, while also using your actions for important stuff, like focusing or locking a target.

Also to add to the insanity, with Jabba on the table I'd swap one of Asajj's Glitterstims for a Scavenger Crane, to regain Countermeasures.... a lot. This is more a personal/local meta preference, as it completely drowns any alpha strike list in concentrated obnoxygen at the cost of offence. Double 'stims is certainly easier to pull off for similar gain, all told.

36 minutes ago, E Chu Ta said:

i'd consider Contraband Cybernetics and Maul on Moralo. You can park her in an advantageous, out of the way spot for... a long time, depending on how Maul treats you, while also using your actions for important stuff, like focusing or locking a target.

Also to add to the insanity, with Jabba on the table I'd swap one of Asajj's Glitterstims for a Scavenger Crane, to regain Countermeasures.... a lot. This is more a personal/local meta preference, as it completely drowns any alpha strike list in concentrated obnoxygen at the cost of offence. Double 'stims is certainly easier to pull off for similar gain, all told.

I like the idea. It would be funny to see the bus sitting in the middle of the board for 4-5 turns. The only issue you have is you lose Maul's re-rolls if your stressed out beforehand. So you are relying on natties. It is HCL, so you're flinging alot of dice.

I actually have Maul on the bus for a Bossk/Ketsu build of mine, and Maul's just great.

I like scavenger crane/countermeasures. I think it would depend on what your up against. There will be matches where 4X glitters help more, and matches where multiple counters will save the day.

5 minutes ago, Biggsy_boy said:

So you are relying on natties.

We still get actions, but your point is true. I chalk the Glitterstim/Scavenger Crane debate up to personal preference and experience. Jabba makes you want even more 'stims, though, as his effect on the Crane is much swingier as to if it will ever pop to begin with.

Expertise and Denger? What do you think your action will be since you have auto focus and auto re-rolls? Ha ha

I flew this for awhile, won 3 kits, a store champ and made the cut at a regional with it before I got absolutely destroyed at Euros:

Bossk:
VI
Homing Missile
K4 Sec
Boba Fett
4-LOM
Scav Crane
Guidance Chips

Ketsu:
VI
Dengar
Title
Countermeasures
Glitterstim

98 points

So you have two PS9 giants, massive spike damage potential, Ketsu can tank with the best of them and the best part is that every single turn, both your ships are firing with focus AND target lock mods. Every time.

Perfect situation is Ketsu range 1 and in arc of a ship (Let's say a TIE Defender). Bossk at range 2 of that same ship with a target lock on them from his green move and a focus from his action.

Ketsu assigns a tractor beam token to the Defender. Then rolls four red dice, with a focus and Dengar re-rolls, which generally means four hits.

TIE Defender rolls two evade dice, normally rolls one evade. Spends his evade token. Taking two hits. Shadow Caster assigns a second tractor beam.

Bossk then fires his Homing Missile, with guidance + focus + target lock, it's very often crit and three hits or the fantastic two crits + two hits.

That Defender is dead. With one evade dice (and not able to spend his focus due to 4-LOM or his evade token due to Homing if he still had it.), he CANNOT survive the four hits and crit (bossk ability) that he is facing.

That is a 40+, six health, three agility ship that just went pop and when you only have two Defenders and Palp, that's pretty much game, especially when you then get your homing missile back due to the Defender dying.

Now, in this current meta, replace Defender with Kylo Ren and remove the evade token. .

Against Poe + friends, you won't get the Homing Missile off due to Black One but you are forcing him to constantly boost/barrel roll to avoid it (or if BB8, do green moves which are essentially 1 bank) and I found blocking the PS11 Poe with Ketsu and tractor beaming him off you using her ability to remedy that situation nicely as four dice v one agility into three dice v zero agility is more than enough for that fly boy to handle.

Against Miranda and or Nym, you can one shot them reliable enough. Again, range one from Ketsu (four red v zero green) then Bossk (four red / five hits v zero green) is enough for them to either die horribly in one turn or ensure they die the next. If Miranda isn't going to die in that salvo, even with Bossk conversion, keep the crit and Boba her TLT off or if NYM, Boba his VI / Bomblet / TLT off and laugh.

Dash is funny in that if you get the fabled crit and four hits from Bossk homing, you can use Boba to remove his HLC. :)

Now this list WILL lose to mass fire (swarms) or if someone gets behind Bossk so you have to win fast and before that happens. Ketsu needs to survive until the late game and losing Bossk to ensure it is well worth the trade. However, if you suddenly find yourself eating too much flak on Ketsu two turns in a row, she will die and then it's essentially Mount Everest for Bossk and rather depressing if i'm honest.

If you find your opponent running away for 45 minutes and doing cycles around the map, not firing a shot, until they get behind Bossk, well . . . welcome to my loss at Euros.

Good luck out there.

3 hours ago, Viktus106 said:

Expertise and Denger? What do you think your action will be since you have auto focus and auto re-rolls? Ha ha

I like that bossk build as well. I built mine so that it is not dependent on actions, he takes a focus for what it's worth for defense but for offence the action is not needed, unless you want to stop in which case you still have dengar for offensive mods

Edited by Mightybeard13
1 hour ago, Mightybeard13 said:

I like that bossk build as well. I built mine so that it is not dependent on actions, he takes a focus for what it's worth for defense but for offence the action is not needed, unless you want to stop in which case you still have dengar for offensive mods

Only time I would take Expertise and Dengar/K4 on Bossk is if I want to run engine. Otherwise, I kinda feel like it's over kill.

That being said, Expertise and Denger makes you immune to all bump tactics.

5 hours ago, Viktus106 said:

Expertise and Denger? What do you think your action will be since you have auto focus and auto re-rolls? Ha ha

I flew this for awhile, won 3 kits, a store champ and made the cut at a regional with it before I got absolutely destroyed at Euros:

Bossk:
VI
Homing Missile
K4 Sec
Boba Fett
4-LOM
Scav Crane
Guidance Chips

Ketsu:
VI
Dengar
Title
Countermeasures
Glitterstim

98 points

I'd swap Dengar(Crew) to the YV-666 and the K4 to the Lancer in this set up, as the Lancer's greens are way more versatile than the space brick YV-666.

Edited by E Chu Ta
Edited for clarity.
Just now, E Chu Ta said:

I'd swap the ship Dengar to the YV-666 and the K4 to the Lancer in this set up, as the Lancer's greens are way more versatile than the space brick YV-666.

That's entirely viable, but my list was designed around beating Dengar, Triple Jumpmasters and Defenders at the time so you see my reasoning. Plus I like Bossk as a character and figured, why not. :)

In that match up however, Dengar can fire twice at you, but your 4 v 1 and 5 v 0 will make him think twice about jousting you as well, especially since he either fires at Ketsu range 1, which will be his focus and 4 (no lock because of countermeasures) versus her 3 agility + glitterstim + evade token, or fires at Bossk, which is 1 v 3 or even 2 v 3 if at range, meaning I'm keeping Ketsu until end game. I'll take that trade.

Also, I have, on occasion, removed Dengar in the first engagement using the above, that left Tel to fend for herself after that and let me tell you, she got the sausage just as bad shortly after.

18 minutes ago, Viktus106 said:

That's entirely viable, but my list was designed around beating Dengar, Triple Jumpmasters and Defenders at the time so you see my reasoning. Plus I like Bossk as a character and figured, why not. :)

I was unclear: I meant to suggest an identical list, but Dengar crew goes from the YV-666 to the Lancer, and the K4 ends up on the YV-666.

10 hours ago, Viktus106 said:

Only time I would take Expertise and Dengar/K4 on Bossk is if I want to run engine. Otherwise, I kinda feel like it's over kill.

That being said, Expertise and Denger makes you immune to all bump tactics.

it also negates all the Fenn shuttles out there

I agree that expertise and Dengar on a YV is overkill. I'd keep Dengar and use your EPT on one of many other good choices. Calculation might be fun. I used to use DTF to keep my other ships alive as you really want the YV to die first usually.

I used to play a ton of YV builds for well over a year but finally gave it a break.

It's a fun ship that hits hard, especially bossk. It can melt quick sometimes though. But biggest weakness by far is late game all your opponent has to do is get behind you and it's game over.