Boba and Scout's Lists

By lukecook, in Army Building

I'll be attending a tournament early October, so hopefully the units will be in on time. With the preview today I'm guessing there's a real good chance they will be. Anyways, I want a competitive list with the new units (Boba and the Scouts). This is what I came up with. I plan on using all of Boba's command cards as well as all as Veers' minus the 2 vehicle unit one, I'll just use Push instead. The idea is to use the Scouts, with the Snowtroopers to push objectives. Boba can fly around wherever he needs to, and with his command cards hopefully be useful. Still have the boots on the ground with 4 stormie DLT squads to keep control of the board and Veers gives out aims. Let me know what you guys think and how you will be incorporating the Scouts and Boba.

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Hallo.

Why the big Scout Troops, when they are armed with the sniper rifles? In this case the small units are better and you save up 44 points per unit. For this points you will got another stormies unit. With the 2 points left in your list and both scouts reduced you can buy a speeder unit.

I like the list, although I'd probably be more inclined to run the 2-man Sniper team, and run them naked. That'll free up 58 points.

If it was my list I think I would use those 58 points to take ANOTHER unit of 2-man Scout Troopers, or upgrade one of my DLTs to a Second Flametrooper squad. Or, another alternative, pull Emergency Stims off Boba and you have enough for another DLT squad (10 activations at that point.

I haven't seen enough out of the larger unit of Scouts that makes me think they are worth it. I love the idea of hanging back with a smaller unit. Up to you, but those are some thoughts - play with them and see what list works for your playstyle.

Yeah my thought with the scouts was to run with the snowies up close to take objectives. The problem with the 2-man team for me is that they can be killed so easily, things like bombardment and such could pick them off in one go. I’ll have to test them out though, haven’t used them yet as we just got the announcement yesterday. Thanks for the suggestions!

9 hours ago, TobiWan said:

Why   the big   Scout Troops, when they are armed with the sniper rifle   s    ?   

I think that a full unit with the sniper will be more effective than you think. It gives the chance to split fire, or adds Pierce 1 to an already nasty, albeit close range, attack. It's worth giving a try, at least.

The scouts have range 2 on the basic guns. The sniper rifle is long range. These things seem to work against each other and make it difficult to optimize both in the same game.

It seems like you want to take the sniper in a 2-man squad to plunk things from across the board, and use the other dude as an extra body to take a hit. Or, you take the 4-man squad and add the sabatour and get close to the enemy. The 4-man squad plus the sniper seems not to have good synergy.

Contrast to the rebel commandos with range 3 basic guns. Much easier for them to sit back and shoot along with the sniper.

The point of the sniper in a full man team is the same as the scatter gun for fleets and only 5 more pts...

Boba has 3 courage so Duck and Cover might be decent on him. Red die with conversion is good defense, but he will still blank out on occasion (after all, he will mathemetically still let 1/3 of hits through).

Overall I really like the list! Totally something I want to try.

Edited by HanScottFirst
8 hours ago, Proton Torpedo said:

The scouts have range 2 on the basic guns. The sniper rifle is long range. These things seem to work against each other and make it difficult to optimize both in the same game.

It seems like you want to take the sniper in a 2-man squad to plunk things from across the board, and use the other dude as an extra body to take a hit. Or, you take the 4-man squad and add the sabatour and get close to the enemy. The 4-man squad plus the sniper seems not to have good synergy.

Contrast to the rebel commandos with range 3 basic guns. Much easier for them to sit back and shoot along with the sniper.

The sniper doesn't have to be a long range weapon. It can, but it works just as well at close range. If you're running around getting in range 2 of stuff, you can still use the sniper to plink targets across the board. In fact, moving makes it a lot harder to hide from. Then, when you get close, unleash an 8 black dice attack with Pierce. The sniper gives some versatility to the unit.

The saboteur is great, but remember that it costs an action to place a charge. This often means you'll be using the charge or attacking. With suppressive, it'll be a tough decision to suicide them. Besides, I think that moving will be absolutely key to playing these guys. In my local games, rebels seem to like saboteur strike teams more than full units of commandos.

About to try this.

also it would be 10 black dice not 8 !!! With pierce 1 and sharpshooter 1...nasty

I have to say this list did pretty well first time running it. Faced off against Han-Leia with a bunch of troops/scouts and a flame ATRT. Managed to pick off Leia with the bounty using Boba. Ended up pretty much killing everything, the scouts can do some serious damage, but can be taken out easily as well. Going to keep trying this one out.

4 hours ago, lukecook said:

Al so it would be 10 black dice not 8 !!! With pierce 1 and sharpshooter 1...nasty

You're right, thanks!

1 hour ago, lukecook said:

I have to say this list did pretty well first time running it. Faced off against Han-Leia with a bunch of troops/scouts and a flame ATRT. Managed to pick off Leia with the bounty using Boba. Ended up pretty much killing everything, the scouts can do some serious damage, but can be taken out easily as well. Going to keep trying this one out.

Pretty much how I thought they would be. Imps aren't used to the stupid white dice. How was the sniper with the full squad?

10 hours ago, Qwrety77 said:

You're right, thanks!

Pretty much how I thought they would be. Imps aren't used to the stupid white dice. How was the sniper with the full squad?

It was great, first round gave them aims with veers. So they could still move and shoot long range. They then took out 2 sets of full fleets even in hard cover. I think they did their job for sure. Sharp 1 and pierce 1 is really big. Range 2 isn’t as bad as I thought. Still a decent range. Scout 1 was nice to have too. Was able to get them hidden from the bombardment from that would’ve targeted them if they were visible.