Han, Bossk and Kavil

By BoskiChe, in X-Wing Squad Lists

I'm playing around different options using contents of Scum Falcon box. It made some of my projects fieldable and testible :) This is one of these concepts:

Bossk (70)
IG-88D (4)
Lando Calrissian (Scum) (8)

Kavil (42)
Trick Shot (1)
Dorsal Turret (4)
Proton Torpedoes (9)
R4 Astromech (2)

Han Solo (Scum) (54)
Trick Shot (1)
Qi’ra (2)
Tobias Beckett (2)
Greedo (1)

Total: 200

Bossk does not have a vet skill, because of points (I would use Trick Shot or Marksmanship). He is pretty basically builded. IG-88D combos with Lando. I don't know how viable it is but in theory it looks good. I've used IG-88D on Bossk and it went good:)

Kavil is a guy that got me surprisingly excited. Very good firepower within reasonable points. I would see Boosk as a sponge and Kavil as a Hammer, who can punich You with Torpedos or dorsal shots.

Han in a very cheap build focused on "firepower upon gimmicks:)"

As an option I see Trading Protons for ex. Hotshot Gunner on Han and a vet skill. What else? Let's assume one thing, pilots are set in stone, nothing else. I know that downgrading Bossk to Slaver would allow me to field a more beefier Han build :P

You could switch Protons for Vet. Turret Gunner on Kavil, freeing up a point for Trick Shot on Bossk...

VTG gives you the possibility of Kavil throwing 7 dice into an obstructed target at R2, which can be pretty brutal!

Dengar would be a good gunner for Kavil, since he always wants to have his arcs separated.

EDIT: Nevermind, although you could still make it work I guess.

Edited by HealOverTime
16 minutes ago, HealOverTime said:

Dengar would be a good gunner for Kavil, since he always wants to have his arcs separated.

Why does Kavil want to have his arcs separated? Shooting with turret out of front arc triggers his ability...

10 hours ago, flooze said:

Why does Kavil want to have his arcs separated? Shooting with turret out of front arc triggers his ability...

Kavil works with only non-(front arc) attacks, just like 1st edition he prefers to shoot backwards and to the sides.

EDIT: I'm wrong here as per FAQ: Arcs

Edited by HealOverTime
10 minutes ago, HealOverTime said:

Kavil works with only non-(front arc) attacks, just like 1st edition he prefers to shoot backwards and to the sides.

In second edition, turret arcs and primary forward arcs are two completely separate things... so his ability always works when firing a turret weapon, even if it happens to be pointing forwards.

9 hours ago, DexterOnone said:

In second edition, turret arcs and primary forward arcs are two completely separate things... so his ability always works when firing a turret weapon, even if it happens to be pointing forwards. 

10 hours ago, flooze said:

Why does Kavil want to have his arcs separated? Shooting with turret out of front arc triggers his ability... 

I feel embarrassed now, sorry about that.

Question is it worth it? I'm referring to double tapping from the front arc. In Rage 2 it would be 2 red plus 3 red, in Range 1 3 red and 4 red? I know it does not require lock on the target (as torpedo does), but treat area of attack is smaller.

3 hours ago, BoskiChe said:

Question is it worth it? I'm referring to double tapping from the front arc. In Rage 2 it would be 2 red plus 3 red, in Range 1 3 red and 4 red? I know it does not require lock on the target (as torpedo does), but treat area of attack is smaller.

It depends how good you are at pulling off the trick shot, which pushes it up to 3/4 at range 2 and 4/5 at range 1...

Trick Shot is situational by itself, this is why I'm talking only about ranges here :)

When to look at my list the damage potential is quite good:

Bossk - 6 damage (range 1, crit to 2 hits, trick shot)

Kavil - 4 damage (range 1, rick shot), 5 damage (range 1, Kavil, trick shot)

Han - 5 damage (range 1, Han, trick shot)

which is staggering.

The caveat is it highly depends on gimmicks. Because if we are range 2-3 and not shoot through rocks numbers go down significantly: 4, 2/3, 2. And If we don't take into account special abilities It goes down to 3 , 2/3(turret with initiative 5 is still pretty reliable source), 2 which is near pathetic range :)

All in all I like the idea of switching Torpedos for Vet Turret Gunner and Trick Shot for Bossk. This gives good options that are not that gimmicky.

Edited by BoskiChe

I'd give Kavil Han Gunner, and then whip up a different 3rd ship. I'd drop Bossk to a slaver and use 4-LOM with AdSen and 0-0-0, or a couple PA QJs,

14 hours ago, HealOverTime said:

I feel embarrassed now, sorry about that.

Don't

You realized something, nothing to be embarrassed about

New points - New possibilities :)

Bossk (66)
Crack Shot (1)
IG-88D (4)
Lando Calrissian (Scum) (8)
Greedo (1)

Kavil (43)
Expert Handling (2)
Dorsal Turret (2)
Veteran Turret Gunner (6)

Han Solo (Scum) (54)
Trick Shot (2)
Qi’ra (2)
4-LOM (2)
Hotshot Gunner (7)

Total: 200

Bossk gained a reliable source of gaining crits in a form of Greedo :) Crack Shot is a bonus, I've chosen it over Marksmanship because I already have crit source.

Kavil needed to go down in points. Added Expert Handling (as it is reasonably priced). Astromech is not needed in this setup.

Han traded Tobias and Greedo for 4-LOM and Hotshot Gunner. TBH I don't know what would be a good setup. The current one is more for control, less for DMG output. I could squeeze a title in and BT-1, but I'm not convinced. Othe r option is to use Perceptive Copilot.

I like your list, but it is risky having

5 hours ago, BoskiChe said:

New points - New possibilities :)

Bossk (66)
Crack Shot (1)
IG-88D (4)
Lando Calrissian (Scum) (8)
Greedo (1)

Bossk gained a reliable source of gaining crits in a form of Greedo :) Crack Shot is a bonus, I've chosen it over Marksmanship because I already have crit source.

I like your list but it is very risky having Greedo on Bossk, just because if you are shot at first, your opponent will use Greedo against you. The one of the reasons why I am hesitant on putting Greedo on Bossk. He fits perfectly on Han.

I know he fits Han. On Bossk it is a calculated risk. If opponent shots first he uses Greedo on me but there is a chance that I will return the favor the same turn.

I think that having consistent crit access is way more valuable than the downside. Besides Bossk with Greedo is a threat that must be dealt with, leaving the rest of my list untouched ( hopefully)

Dealing with aces shooting Greedo Bossk should be pretty simple: either bring I5-I6 Swarm Tactics, or Reinforce to mitigate damage from the aces and make Bossk less attractive of a target (and Lando the token afterwards to get dice mods).

A possible secondary way to mitigate those crits is to take Novice Technician over IG-88D.

Good ideas. I don’t like the technician, because IG-88D gives more options offensively.

I’ve took the list for a spin agains 4 Academy Pilots and Oicunn with Sloan and two Inquisition crew(brother and sister). I was forced to kill off TIE’s so I’ve eaten a lot of stress. Fortunately Han gave finishing blows:) all in all I’ve lost Kavil and over half on Han. Bossk rolled crazy. Greedo was perfect as I had higher initiative. Lando loves calculates. List performed good. Now I need to fly it agains higher Initiatives to have more feel of the situation.

Bossk with Lando, IG, Greedo and Han with Swarm Tactics would provide a REALLY solid foundation for a brutal beatdown. Deals with Bossk's I.

Han could also really benefit from 0-0-0 and the title, but it really depends on who else you want in there.

The problem I see with Swarm Tactics is range 1 requirement. It was designed to flying in formation which is difficult in case of 2 large based ships. I definitely see it working, but it is not easy to achieve especially if You want to have big obstacles for Han's ability.

As it made me thinking maybe replacing Kavil with Torkil Mux is an option. I will loose some firepower. The question is if I could squeeze in another ship beside him. Quickly calculating I will have 15 from the switch and with 18 I will have Autopilot drone and title for Han.

Range 1 with large bases covers a LOT of groune tho, keep that in mind

Greedo gunner is concerning at Initiative 4. If the opponent has multiple ships at a higher Initiative you’ll be suffering a lot of crits on an agility 1 ship. I think I’d prefer BT-1 and marksmanship. So your bullseye covers crits and if the enemy wants to link actions or perform red maneuvers they’ll be punished.

Could even try to get 0-0-0, 4-LOM pilot or Asajj in there to force stress on enemy ships which will trigger it more often.

On 1/31/2019 at 4:38 AM, Greebwahn said:

Range 1 with large bases covers a LOT of groune tho, keep that in mind

Yes but it is that easy concerning terrain. It is counterintuitive as flying together require less obstacles and Han benefits from more of them.

On 1/31/2019 at 6:04 AM, intoxicatedALF said:

Greedo gunner is concerning at Initiative 4. If the opponent   has multiple ships at a higher Initiative you’ll be suffering a lot of crits on an agility 1 ship. I think I’d  prefer BT-1 and marksmanship  . So your bullseye covers crits and if the enemy wants to link actions or perform red maneuvers they’ll be punished.

It is a risk, I don't deny it. BT-1 looks nice, but needs more work around the list.

On 1/31/2019 at 6:04 AM, intoxicatedALF said:

Could even try to get 0-0-0, 4-LOM pilot or Asajj in there to force        stress     on enemy ships which will trigger it more   often   . 

This is a very good idea. I dig it:)

I've been working toward a similar list, though I have be toying with Old T. or Fenn instead of Han; the Fangs provide a nice flanker. I wonder if you could give Kavil Swarm Tactics to help with making Greedo work for you? That way, you've got a ship to play guard dog on the YV's flanks (and one that is all too happy to fire out the sides or rear) and to help the ol' lizard shoot before it's too late.