Anyway, boba fett just won a regional

By nikk whyte, in X-Wing

Thanks for the answer, I got another question:

What's the point of hotshot copilot? Considering you would usually prefer to shoot with asaji first, is it there just easy up the higher ps aces matchup and for deadeye ordnance?

1 hour ago, Sunitsa said:

Thanks for the answer, I got another question:

What's the point of hotshot copilot? Considering you would usually prefer to shoot with asaji first, is it there just easy up the higher ps aces matchup and for deadeye ordnance?

It hard-counters Deadeye, Poe, and Advanced Optics.

I just took this list for a spin on vassal, and it just what @Jhstoke said it does. Led with boba into a joust (with zuvio and two kimos), closed to range one with boba and 5fwd with asajj brought her to range 2, popped all my disposables and removed dalan that turn. Next turn asajj pushed zuvio onto a rock (where he died), and then the following turn torani finished off asajj, who was sadly out of drugs. Full health boba had no trouble speeding away, turning around, and coming back in to finish off torani.

Thanks John for the tips on flying it, those were really handy. I'm still not super set on how to run my board edge well, but I managed to leapfrog boba in front of asajj on turn 2 when I realised he needed to be in front.

I've used Ketsu with Fearlessness the same way, but this looks better. Love the Boba Fearlessness as it seems brutal, especially with Glitterstim.

Did you get to use the rear arc much? Just curious.

2 hours ago, heychadwick said:

I've used Ketsu with Fearlessness the same way, but this looks better. Love the Boba Fearlessness as it seems brutal, especially with Glitterstim.

Did you get to use the rear arc much? Just curious.

Definitely. Boba needs all his tools. If you can bump boba and get someone to run into his rear arc, you can still pull the tractor beam > delete shenanigans.

Agreed, the NOVA squadron video on facebok of John's regional final shows some solid rear arc use, and the rear arc was vital in my game last night. Flew into range 1 on the initial engagement, then 1 bank to fire with rear arc next turn. Sadly I couldn't bump anyone into range 1 with asajj or bump boba into anyone to stay where I was - the only ship in front of Boba was space dust.

12 hours ago, gadwag said:

Agreed, the NOVA squadron video on facebok of John's regional final shows some solid rear arc use, and the rear arc was vital in my game last night. Flew into range 1 on the initial engagement, then 1 bank to fire with rear arc next turn. Sadly I couldn't bump anyone into range 1 with asajj or bump boba into anyone to stay where I was - the only ship in front of Boba was space dust.

Don’t be afraid to leapfrog if you can, and throw Asajj into Boba’s way. One benefit of matching Pilot Skills. That’s awesome to hear though man I’m glad it’s doing so well for you

Gave this thing a whirl last night at the FLGS and had a blast with it. Loads of fun and a very strong list, but never really felt super cheesy.

One interaction I was not expecting was the way Boba could set things up for Asajj as well. I had a turn where Boba didn't have any great targets, so he took a range 3 unmodified shot through an asteroid. It had no chance of hitting, but it still forced Sunny Bounder to burn her focus token. Thus, Asajj was able to land her range-2 primary shot and tractor Sunny onto that rock before she could shoot.

Edited by PhantomFO
3 hours ago, PhantomFO said:

Gave this thing a whirl last night at the FLGS and had a blast with it. Loads of fun and a very strong list, but never really felt super cheesy.

One interaction I was not expecting was the way Boba could set things up for Asajj as well. I had a turn where Boba didn't have any great targets, so he took a range 3 unmodified shot through an asteroid. It had no chance of hitting, but it still forced Sunny Bounder to burn her focus token. Thus, Asajj was able to land her range-2 primary shot and tractor Sunny onto that rock before she could shoot.

Very nice. This is one of my favorite parts of the matching PS, and gives Bobas rear arc utility even when he has to disengage.

And i definitely agree. Nothing feels cheesy. It’s just a list of brutal efficiency. Kill me before i kill all of you

Edited by Jhstoke

Bad run today - lost 3 times to the following list:

Crimson Leader - THermal detonators, deflective plating, pattern analyser, silos, trajectory

Fenn Rau - Adaptability, flight-assist astro, sabine

Nym - VI, genius, trajectory, bomblet, dorsal turret

Asajj just melted to bombs every time. The final two games were very close, and ended with only a few hull left on boba and either Fenn or Crimson Leader. The first game I tried to tank the bombs and had a miserable time. The second game I went in to try and bump on the joust, but second guessed myself and didn't go fast enough so I ate bombs anyway. Third game had a great opening engagement, but still couldn't keep asajj clear of bombs on the following turns and some hot bomblet rolls saw her explode fast. Still had a lot of fun flying Boba though - but it's tough against a ship like Crimson Leader who has all that health to chew through.

Fenn was definitely the first ship I needed to kill in that list, followed by nym. I did that in the third game and could have won if I remembered to kturn instead of flying across a bomb that had been left on the board for ages - but 3 games in my brain was mush

On 1/27/2018 at 4:20 AM, gadwag said:

Bad run today - lost 3 times to the following list:

Crimson Leader - THermal detonators, deflective plating, pattern analyser, silos, trajectory

Fenn Rau - Adaptability, flight-assist astro, sabine

Nym - VI, genius, trajectory, bomblet, dorsal turret

Asajj just melted to bombs every time. The final two games were very close, and ended with only a few hull left on boba and either Fenn or Crimson Leader. The first game I tried to tank the bombs and had a miserable time. The second game I went in to try and bump on the joust, but second guessed myself and didn't go fast enough so I ate bombs anyway. Third game had a great opening engagement, but still couldn't keep asajj clear of bombs on the following turns and some hot bomblet rolls saw her explode fast. Still had a lot of fun flying Boba though - but it's tough against a ship like Crimson Leader who has all that health to chew through.

Fenn was definitely the first ship I needed to kill in that list, followed by nym. I did that in the third game and could have won if I remembered to kturn instead of flying across a bomb that had been left on the board for ages - but 3 games in my brain was mush

I’m sorry to hear that. Walk me through your opening and how you engage. I haven’t fought that exact list but in the regional i faces crimson specialist, Ezra, Poe

After watching Krayt cup streaming today and a Kanan + Fenn build go 3-0 against a flurry of different lists, what would be your approach to tackling that archetype? Go all in on trying to delete Fenn off the board as quick as you could? Then try and punch as much damage as possible on Kanan before he TLT'd Boba to death?

18 minutes ago, viedit said:

After watching Krayt cup streaming today and a Kanan + Fenn build go 3-0 against a flurry of different lists, what would be your approach to tackling that archetype? Go all in on trying to delete Fenn off the board as quick as you could? Then try and punch as much damage as possible on Kanan before he TLT'd Boba to death?

Yes. Take Fenn down immediately. Make sure that at least one of your ships is not in Fenn's arc in the process. If it takes you longer than 2 rounds to kill Fenn mistake were made.

Edited by Boom Owl
1 hour ago, Jhstoke said:

I’m sorry to hear that. Walk me through your opening and how you engage. I haven’t fought that exact list but in the regional i faces crimson specialist, Ezra, Poe

Thanks again for your advice.

First game I engaged badly, just trying to get Boba into range 1 and asajj into range 2, so ignore that.

Second game I started along my board edge and turned in so I was facing nym and Fenn for a joust along the left side of the board. Asajj was 1 base length behind Boba. On the engagement turn I went 2fwd with Boba when I should have gone 3 or 4 (and same+1 with asajj) which would have bumped nym. I foolishly went two slow allowing them to get more shots off.

Third game I tracked along my board edge right to left and they committed to a lane on the right, so I brought Boba and asajj up there on turn 2 to joust Fenn and crimson leader. Fenn was my target. My opponent couldn't get trajectory off so I blasted Fenn down to 1hp (asajj was too far to tractor). Next turn nym flanked in with a bomb launch and crimson specialist dropped a bomb. Boba escaped with a 3 left bank while stressed over a rock (leaving him with no shot after Fenn exploded from bomb) and asajj decided to cop a bomb flying towards Fenn instead of hard right towards the edge.

I start along the board edge with Boba in front as you suggested, and usually 3 bank boost Boba and 3 bank asajj into the same lane behind him. Then next turn Boba can get into R1 and the 5 fwd on asajj usually gets her to r2. I can never quite get Boba in far enough to bump though, and often asajj lags behind if I haven't got her around the rock right in the lane entry. I'm thinking she might need to go up a different lane. Then combat happens and I pop all the disposables, then next turn usually bump a bunch, which is troublesome against bombs.

@Jhstoke, thanks for making this list and sharing your experience with it. Mrs. Rick really likes to play Nu, Nu, Nu, QD and so I am trying to learn how to play this one. I flew it last night and almost won, I lost because I'm pretty rough when it comes to large-based ship maneuvering.

I jousted her ships and on the first round had Boba Fett and Asajj in range 1 of 2 of her ships, and I put one of the range 2 boats on a rock so it couldn't fire a Harpoon. But by doing that I split my fire and I wonder if that was a mistake or not, there was no way to drag a range two into range one. Boba Fett tore into another boat that was range one and tore it up pretty bad.

What followed was some rough maneuvering on my part, which is just something I have to work on in time.

My biggest things I think I need help with is when to pop Glitterstim and when not too. On that first round I popped it on both to get full mods, and I wound up taking 1 hit on Asajj which was great.

I'm thinking that we're probably going to keep practicing these lists and then take them to our next local tournament.

I had much fun (and won a store champ) with Kath and Ketsu last year. Not the same loadout, obviously, but I'm happy to see more Firesprays doing well!

@Boba Rick From my limited experience with this list, manoeuvring is real important for that first engagement. Getting both into range 1 is great - even better if you can follow up with a killshot. Putting stuff on rocks is great too.

Like you I think you want to pop all your stims on that first engagement unless you know you aren't getting shot and have taken offensive mods instead of evades.

Against NuNuNuQd your biggest enemy is Qd - if at all possible, try to kill him first, or at least on a turn that you're using stims on whoever he's shooting. If you get r2 on asajj and r1 on boba then you should be able to kill him in one round.

24 minutes ago, gadwag said:

@Boba Rick From my limited experience with this list, manoeuvring is real important for that first engagement. Getting both into range 1 is great - even better if you can follow up with a killshot. Putting stuff on rocks is great too.

Like you I think you want to pop all your stims on that first engagement unless you know you aren't getting shot and have taken offensive mods instead of evades.

Against NuNuNuQd your biggest enemy is Qd - if at all possible, try to kill him first, or at least on a turn that you're using stims on whoever he's shooting. If you get r2 on asajj and r1 on boba then you should be able to kill him in one round.

Thanks.

QD is worth about 34 points in that squad, so killing QD and a boat for the game would equate to 56 points - that's more than 1 of my ships or both at half.

I think I might fly a variant of this for game night tonight!

I'm dropping hot-cop for 4lom, Andrasta, omelette generator. Not saying it's better, but it's definitely tastier.

I was thinking of dropping Engine Upgrade for Cluster Missiles and GC. Almost guaranteed to wipe something out first round (if you don't get blocked). Fearlessness + GC equals guaranteed 4 hits, plus decent rolls should get you at least 2-3 more - that plus Assajj and something is dying.

22 hours ago, Sekac said:

I think I might fly a variant of this for game night tonight!

I'm dropping hot-cop for 4lom, Andrasta, omelette generator. Not saying it's better, but it's definitely tastier.

Bomblet helps keep a bogey off your tail. It did some serious work for me against a Palp Aces list.

I'll have to take your word for it as I didn't get to play the list. I got to the game store and started unpacking only to realize I left my shadow caster model, firespray base inserts, and all of my pilot cards at home!

So I apologized profusely and went home to gather everything else. When I pulled back up to the store I realized I still forgot my pilot cards, and made my way back home again (amidst a long string of curse words to and about myself).

Once I finally got back to the store, the next available opponent was going to run Boba Fett (imperial). I didn't want hot Boba on Boba action, so I audibled into Ezra, Keyan Maulander, BisTen Numb (which was awesome).

Long story short, I'll try again next week.

Hey everyone. Sorry i haven’t been on here very much lately.

Nu’s are a pain in the ***. Absolutely. Personally i almost never joust that list, and i try my best not to waste my glitters. Knowing when to pop them is a very tricky question, ESPECIALLY on Boba. Unless i have kill shot potential, or I’m shieldless, I try to reserve them.

QD is absolutely threat number 1. Luckily he’s not very difficult to get your tractor beam kill shot on, you’ll just have to tank the damage in the mean time. But the double arc means double the chance for fearlessness. Bonus points if he doesn’t get a shot from the Asajj hit, and you tractor on a rock so he doesn’t get to return on Boba either. That’s how i killed the one i faced in a tourney.

Nu’s, this is where your engine upgrade is invaluable. Range 1 denies the missiles, and if you can get to r1 of one or two and take only one missile, you have your re rolls. Generally they avoid Asajj Bc of the Counter measures, and her stress control can be key to surviving this engagement.

I never joust these lists. I set up across from them at a 45. 3 bank along my edge. 1 bank to face my board edge, 2 or 3 hard back onto the table. This gives you some space, and causes them to potentially break any formation as you’re dragging them through the rocks. Use boost here as you see fit. Now the engagement should be happening with boba in center control and Asajj just outside, with the opponent on your half of the table.

This may may seem silly but i find maneuvering large bases easier on my side. Maybe it’s bad depth perception. But reaching across the table is where your opponent may make mistakes. Force bumps here to the best of your potential. Tractor beam to deny arc if you have to, even if it costs you a shot. Denying a missile can be just as good as shooting then yourself.

This can can be a very difficult match up. But each Nu you can kill without it firing it’s missile is a huge swing in your favor. The odds can swing either way. Focus on shot denial and action denial.

Edited by Jhstoke
13 hours ago, Jhstoke said:

I never joust these lists. I set up across from them at a 45. 3 bank along my edge. 1 bank to face my board edge, 2 or 3 hard back onto the table. This gives you some space, and causes them to potentially break any formation as you’re dragging them through the rocks. Use boost here as you see fit. Now the engagement should be happening with boba in center control and Asajj just outside, with the opponent on your half of the table.

This may may seem silly but i find maneuvering large bases easier on my side. Maybe it’s bad depth perception. But reaching across the table is where your opponent may make mistakes. Force bumps here to the best of your potential. Tractor beam to deny arc if you have to, even if it costs you a shot. Denying a missile can be just as good as shooting then yourself.

This can can be a very difficult match up. But each Nu you can kill without it firing it’s missile is a huge swing in your favor. The odds can swing either way. Focus on shot denial and action denial.

I think I am following you on the initial maneuvers, they definitely sound odd but it makes them come to you. My concern would be being out of position and winding up at range two for the first engagement.

How do you setup obstacles? Asteroids or debris?

What about wookie arcs when it comes to Fearlessness? Full 180?