Bring Bossk Back!

By Glattyator, in X-Wing Squad Lists

I miss this guy from 1E and glad to see he wasn't changed, but the mods that made him great did. I feel confident in Bossk's Build, its who are his wing mates, hence the 2 lists. The theory is stress tokens will increase presence of crits not only making Bossk more effective but also limiting opponents options when executing a strategy.

Bossk — YV-666 Light Freighter 66
Marksmanship 1
4-LOM 2
0-0-0 5
BT-1 2
Hound’s Tooth 1
Ship Total: 77
Half Points: 39 Threshold: 6
Nashtah Pup — Z-95-AF4 Headhunter 6
Ship Total: 6
Half Points: 3 Threshold: 2
N’dru Suhlak — Z-95-AF4 Headhunter 31
Lone Wolf 5
Ship Total: 36
Half Points: 18 Threshold: 2
Asajj Ventress — Lancer-class Pursuit Craft 76
Hate 3
Ship Total: 79

Half Points: 40 Threshold: 5

AAAAAAnnnnndddD squad #2

Bossk — YV-666 Light Freighter 66
Marksmanship 1
0-0-0 5
L3-37 4
BT-1 2
Ship Total: 78
Half Points: 39 Threshold: 6
4-LOM — G-1A Starfighter 49
Advanced Sensors 10
Mist Hunter 2
Ship Total: 61
Half Points: 31 Threshold: 5
Captain Seevor — Mining Guild TIE Fighter 30
Ship Total: 30
Half Points: 15 Threshold: 2
Lando Calrissian (Scum) (Escape Craft) — Escape Craft 29
Tactical Officer 2
Ship Total: 31
Half Points: 16 Threshold: 2

Hmm... I would go for squad one.... a reason to fly Nashtah Pup :)

What about: bossk (l337, bt1), jakku gunrunner (ketsu, pattern a), Old Teroch, Captain Seevior. I think jakku is a good support for bossk.

I'm tinkering with a Bossk list myself, since he got a Gunner slot...haven't tried a four-ship version yet, but I do have a two-ship option and a three-ship option. I deleted one of them from Squad Builder but kept a .pdf, and the other one's below:

M3-A Interceptor - •Serissu - 50
•Serissu - Flight Instructor (40)
Swarm Tactics (3)
Hull Upgrade (7)
Jamming Beam (0)

YV-666 Light Freighter - •Bossk - 96
•Bossk - Fearsome Hunter (66)
Marksmanship (1)
•IG-88D (4)
•Lando Calrissian (8)
Contraband Cybernetics (5)
•Han Solo (12)

M3-A Interceptor - •Laetin A’shera - 51
•Laetin A’shera - Car’das Enforcer (33)
Juke (5)
Hull Upgrade (7)
Adv. Proton Torpedoes (6)

Total: 197/200

View in the X-Wing Squad Builder

Just for following this thread.

This is what I've been using for my monthly league, so far its 2-0. Really beefy list, with lots of dice been thrown on offense.

Scurrg H-6 bomber - Lok Revenant - 55
Lok Revenant - (43)
Dorsal Turret (2)
Shield Upgrade (4)
Veteran Turret Gunner (6)

YV-666 Light Freighter - •Bossk - 88
•Bossk - Fearsome Hunter (66)
Trick Shot (2)
Jamming Beam (0)
•0-0-0 (5)
•Boba Fett (4)
Contraband Cybernetics (5)
Shield Upgrade (4)
•BT-1 (2)

Scurrg H-6 bomber - Lok Revenant - 55
Lok Revenant - (43)
Dorsal Turret (2)
Shield Upgrade (4)
Veteran Turret Gunner (6)

Total: 198/200

[url=" https://squadbuilder.fantasyflightgames.com/squad-preview/61a9b786-7fb0-43c7-a9c5-027266ca44a3"]View in the X-Wing Squad Builder[/url]

*Note- The list has to include Boba Fett crew (each faction gets a 0 pt, must include card for the monthly variant), so there is another 6 points total to play around with for crew/other tricks.

Edited by Ikka
11 hours ago, Glattyator said:

I miss  this guy from 1E and glad to see he wasn't   changed 

He has slightly, his pilot ability only triggers off of primary attacks now.

Bossk, Asajj and 4-LOM can fly together with 9pts to spare, enough for 0-0-0 on 4-LOM and BT-1 plus Zuckuss on Bossk.

Bossk with BT and 0-0-0, Asajj with Hate, Ketsu, and Shadowcaster, and A Gunrunner with PA makes for an offensively solid, potently controlling list

3 hours ago, Greebwahn said:

Bossk with BT and 0-0-0, Asajj with Hate, Ketsu, and Shadowcaster, and A Gunrunner with PA makes for an offensively solid, potently controlling list

Or is it better to drop Ketsu and turn that Quad into a double tap Y-wing?

To each their own, at that point

Asajj, Hate, Ketsu is disgustingly tanky.

On ‎2‎/‎15‎/‎2019 at 9:49 AM, Greebwahn said:

Bossk with BT and 0-0-0, Asajj with Hate, Ketsu, and Shadowcaster, and A Gunrunner with PA makes for an offensively solid, potently controlling list

On ‎2‎/‎15‎/‎2019 at 1:46 PM, DakkaDakka12 said:

Or is it better to drop Ketsu and turn that Quad into a double tap Y-wing?

Based on feedback here is what I came up with, thanks everybody!

Bossk with (imo best crew for squads tactics) to be honest I am weary of 0-0-0 being at 0-1 but I suppose it would encourage opposition to think twice about getting close with their knife fighters

Assaj- Wahoo force user that gives stress!

Double tap Ywing- solid hull/shields with double hit, good for the soul.

Bossk — YV-666 Light Freighter 66
Marksmanship 1
0-0-0 5
BT-1 2
Hound’s Tooth 1
Ship Total: 75
Half Points: 38 Threshold: 6
Asajj Ventress — Lancer-class Pursuit Craft 76
Hate 3
Ship Total: 79
Half Points: 40 Threshold: 5
Crymorah Goon — BTL-A4 Y-Wing 31
Dorsal Turret 2
Veteran Turret Gunner 6
Ship Total: 39
Half Points: 20 Threshold: 4
Nashtah Pup — Z-95-AF4 Headhunter 6
Ship Total: 6
Half Points: 3 Threshold: 2

I flew this for fun on Friday.

BTL-A4 Y-wing - Crymorah Goon - 41
Crymorah Goon - (31)
Ion Cannon Turret (4)
Veteran Turret Gunner (6)

Escape Craft - •Outer Rim Pioneer - 30
•Outer Rim Pioneer - Skillful Outlaw (28)
Tactical Officer (2)

BTL-A4 Y-wing - Crymorah Goon - 41
Crymorah Goon - (31)
Ion Cannon Turret (4)
Veteran Turret Gunner (6)

YV-666 Light Freighter - •Bossk - 88
•Bossk - Fearsome Hunter (66)
Marksmanship (1)
Perceptive Copilot (8)
•Chewbacca (4)
Contraband Cybernetics (5)
Hull Upgrade (3)
•Greedo (1)

Total: 200/200

View in the X-Wing Squad Builder

Bossk is probably too expensive and I'm not entirely sold on the Vet Turret Gunners. But hey, it was still fun :)

1 hour ago, eljms said:

YV-666 Light Freighter - •Bossk - 88
•Bossk - Fearsome Hunter (66)
Marksmanship (1)
Perceptive Copilot (8)
•Chewbacca (4)
Contraband Cybernetics (5)
Hull Upgrade (3)
•Greedo (1)

Total: 200/200

View in the X-Wing Squad Builder

Bossk is probably too expensive and I'm not entirely sold on the Vet Turret Gunners. But hey, it was still fun :)

I hear you, to me my toughest goal to accomplish building this list was A) keeping Bossk at a reasonable price B) having the right wingmen to support him with dishing out stress at the same time handing out reasonable damage.

Personally havnt tried out Ys with VTG starting march moving past empire and getting into rebels/scum

41 minutes ago, Glattyator said:

B) having the right wingmen to support him with dishing out stress at the same time handing out reasonable damage.

I'm kind of interested to see if Greedo can be his guaranteed crit rather than relying on BT-1 + stress mechanics. The plus side is that it's simple and self-contained, he doesn't need anyone else. The negative side is that someone attacking you before you attack can put crits on you. With so much hull that's no small problem. Here I'm trying perceptive copilot + chewy to flip a crit each round, got to see if that's enough. The other thought was to run Fenn Rau + Swarm Tactics (so he can hopefully shoot before being shot at) but I ripped that up because the last thing Fenn wants is to be tied to range 0-1 of Bossk. Maybe Han with Swarm Tactics, but Trickshot is such a natural fit for him. I don't have the jumpmaster to fly him with Dengar.

17 hours ago, eljms said:

I'm kind of interested to see if Greedo can be his guaranteed crit rather than relying on BT-1 + stress mechanics. The plus side is that it's simple and self-contained, he doesn't need anyone else. The negative side is that someone attacking you before you attack can put crits on you. With so much hull that's no small problem. Here I'm trying perceptive copilot + chewy to flip a crit each round, got to see if that's enough. The other thought was to run Fenn Rau + Swarm Tactics (so he can hopefully shoot before being shot at) but I ripped that up because the last thing Fenn wants is to be tied to range 0-1 of Bossk. Maybe Han with Swarm Tactics, but Trickshot is such a natural fit for him. I don't have the jumpmaster to fly him with Dengar.

Cool idea, may have to make a 4th Bossk list..... AAAAAANnnnnndDDD here it is!

I looked at the pricing for Dengar vs Han IMO Han is the value I'm looking for, with the double arcs. With 4Lom this may get interesting...

Yes I know fearless on 4lom, but if you are jousting right down your enemies throats followed up by han and Bossk with extra rolls from the stress.... is it worth tabling?

Bossk — YV-666 Light Freighter 66
BT-1 2
Marksmanship 1
Hound’s Tooth 1
Ship Total: 70
Half Points: 35 Threshold: 6
Han Solo (Scum) — Customized YT-1300 Light Freighter 54
Swarm Tactics 3
Greedo 1
Lando’s Millennium Falcon 6
Ship Total: 64
Half Points: 32 Threshold: 6
4-LOM — G-1A Starfighter 49
Fearless 3
0-0-0 5
Mist Hunter 2
Ship Total: 59
Half Points: 30 Threshold: 5
Nashtah Pup — Z-95-AF4 Headhunter 6
Ship Total: 6
Half Points: 3 Threshold: 2

Correct me if I am wrong but deadman's switch follows to pup and can activate on him as well?

I at can say at least this list feels scummy :D

Edited by Glattyator
Flavor
48 minutes ago, Glattyator said:

Correct me if I am wrong but deadman's switch follows to pup and can activate on him as well?

Deadman's Switch doesn't travel to the Nashtah Pup when its carrier is destroyed. It's an upgrade on the YV-666 and when Nashtah Pup launches it has the name, initiative, ability, and charge of the carrier - no upgrades can transfer.

Edited by feltipern1
4 minutes ago, feltipern1 said:

Deadman's Switch doesn't travel to the Nashtah Pup when its carrier is destroyed. It's an upgrade on the YV-666 and when Nashtah Pup launches it has the name, initiative, ability, and charge of the carrier - no upgrades can transfer.

Thanks, it was YASB's icons that keep going in the wrong places.... showed the Illicit icon when it was supposed to be the charge....

So taking deadmans off....

and put on Marksmanship

Edited by Glattyator

@Glattyator - I like your list, but I'd switch BT-1 and Greedo around.

The idea was that Greedo would be on Bossk to give him the guaranteed crit (to convert to two hits), and then swarm tactics on Han so that Bossk can shoot at I6, spend the charge and not have to suffer automatic crits when ships shoot at him.

Here's where I got with it. Theory-crafting only, not put this on the table:

Escape Craft - •L3-37 - 26
•L3-37 - Droid Revolutionary (26)

BTL-A4 Y-wing - Crymorah Goon - 41
Crymorah Goon - (31)
Ion Cannon Turret (4)
Veteran Turret Gunner (6)

Customized YT-1300 Light Freighter - •Han Solo - 61
•Han Solo - The Corellian Kid (54)
Swarm Tactics (3)
Ion Missiles (4)

YV-666 Light Freighter - •Bossk - 72
•Bossk - Fearsome Hunter (66)
Contraband Cybernetics (5)
•Greedo (1)

Total: 200/200

View in the X-Wing Squad Builder

Notes:

- L3 is there because I want to be able to co-ordinate to Bossk to help him get the most out of his attacks.

- I think Contraband Cybernetics is important to give Bossk at least one stand still and shoot round

- Missiles on Han so that he can have 3 dice shooting out of his front arc beyond range 1 (Ion's have 3 charges for four points) - Han is essentially going to have to fly with Bossk and joust for this list to work

- Y-wing is a filler

Edited by eljms

I think going back to your Bossk/Ventress/Y-wing is better.

Drop the nashtuh pup for the shadowcaster title and have Ventress always shoot first(same initiative as Bossk) that way Bossk and the Y-wing shoot at a target that was tractored for less agility.

Bossk doesn’t really need to shoot the tractored target for good damage, but that Y-wing’s firepower goes up immensely shooting at something with less agility.

1 hour ago, DakkaDakka12 said:

I think going back to your Bossk/Ventress/Y-wing is better.

Drop the nashtuh pup for the shadowcaster title and have Ventress always shoot first(same initiative as Bossk) that way Bossk and the Y-wing shoot at a target that was tractored for less agility.

Bossk doesn’t really need to shoot the tractored target for good damage, but that Y-wing’s firepower goes up immensely shooting at something with less agility.

I do like that list the most, once I am deep into scum ill try the other variants.

As far as switching Houndstooth/Pup for Shadowcaster I hesitate at making it a priority to fly.

A) Very unfamiliar with tractor beam, most of the time my rotating arc is going to be angled left or right not down the center as it is required for SC title

B) its hard to imagine that a limited (font arc only) tractor beam upgrade > a whole 4 HP ship with Bossk flying it

C) it makes Asajj even more expensive, with large ship bases still fighting their way into legit competition one of my goals for this list is cost efficiency... 6 points even for a Z95 is pretty sweet and none of those points goes towards the large bases.

I am open to be enlightened about tractor beams, just seems to take away from this squads strategy

1 hour ago, Glattyator said:

I do like that list the most, once I am deep into scum ill try the other variants.

As far as switching Houndstooth/Pup for Shadowcaster I hesitate at making it a priority to fly.

A) Very unfamiliar with tractor beam, most of the time my rotating arc is going to be angled left or right not down the center as it is required for SC title

B) its hard to imagine that a limited (font arc only) tractor beam upgrade > a whole 4 HP ship with Bossk flying it

C) it makes Asajj even more expensive, with large ship bases still fighting their way into legit competition one of my goals for this list is cost efficiency... 6 points even for a Z95 is pretty sweet and none of those points goes towards the large bases.

I am open to be enlightened about tractor beams, just seems to take away from this squads strategy

Tractor tokens are one of the strongest mechanics in X-wing, the Quadjumper went up 4 points in the recent change because of its potency.

A tractor token allows you to boost or barrel roll an enemy ship( Good to help allies arc dodge OR to put an enemy at range 1 of a friendly ship. )

A tractor token also Reduces defense dice by 1.

With this said.

A) Ventress is far to expensive for a 2 die attack. Also since the title goes off after an attack, the enemy cannot reposition to dodge as this is during the engagement phase. A very real possibility is shooting with Ventress and tractoring her target into range 1 of your double tap Y-wing or Bossk, since the token reduces agility, most targets will now only have 1 defense die, and you might have range 1 advantage.

B) If you are worried about being in arc, the 5K is a pretty reliable option and extremely unexpected by your opponent, also since she has force you still have mods and the Lancer is one of the few ships in X-wing that don’t care about stress(in fact it should have linked actions as its great dial is pointless atm)

Bossk in a Z-95, while nice is so late game that it is unlikely he will cause any damage before timer, I don’t expect your YV to die that fast unless you fight a list with multiple proton torpedoes, Ventress is your tank so throw her in the way and let Bossk get into a 1v1.

C) Theres a reason why Ventress was nerfed so much, its because she is one of the tankiest ships in the game, 2.0 mostly nerfed her offense, but her defense is still good.

My point is that the YV has enough health that it should last to Mid-late game considering game timer.

In addition Bossk in a Z-95 will not proc his ability unless you are incredibly lucky.

His pilot ability is unlikely to even proc off a 2 die attack, there is only 1 crit result on a attack die, so you have a 1/8 chance per die and since Bossks ability procs AFTER neutralize results step they have to fail with their defense dice for his ability to trigger.

The only way I see it realistically happening is being at range 1 with a lock on a ship with 0 or maybe 1 defense dice. All you get from Bossk is initiative 4.

6 points for a initiative 4 ship is indeed a value, but if positioned correctly Ventress tractoring a target should kill or bring a enemy ship to half points every time it goes off.

I think that is more potent than a Z95 in late game who will be likely fighting a arc dodging ace or a tank, and the Z has a red barrel roll, only 2 firepower, and a pilot ability that is extremely unlikely to proc unless I am misunderstanding the timing of “After the neutralize results step”

Ps. I forgot to mention you can tractor a target onto terrain as a BS way of screwing up your enemy’s shooting, and possibly causing more damage.

Edited by DakkaDakka12
33 minutes ago, DakkaDakka12 said:

Tractor tokens are one of the strongest mechanics in X-wing, the Quadjumper went up 4 points in the recent change because of its potency.

A tractor token allows you to boost or barrel roll an enemy ship( Good to help allies arc dodge OR to put an enemy at range 1 of a friendly ship. )

A tractor token also Reduces defense dice by 1.

With this said.

A) Ventress is far to expensive for a 2 die attack. Also since the title goes off after an attack, the enemy cannot reposition to dodge as this is during the engagement phase. A very real possibility is shooting with Ventress and tractoring her target into range 1 of your double tap Y-wing or Bossk, since the token reduces agility, most targets will now only have 1 defense die, and you might have range 1 advantage.

B) If you are worried about being in arc, the 5K is a pretty reliable option and extremely unexpected by your opponent, also since she has force you still have mods and the Lancer is one of the few ships in X-wing that don’t care about stress(in fact it should have linked actions as its great dial is pointless atm)

Bossk in a Z-95, while nice is so late game that it is unlikely he will cause any damage before timer, I don’t expect your YV to die that fast unless you fight a list with multiple proton torpedoes, Ventress is your tank so throw her in the way and let Bossk get into a 1v1.

C) Theres a reason why Ventress was nerfed so much, its because she is one of the tankiest ships in the game, 2.0 mostly nerfed her offense, but her defense is still good.

My point is that the YV has enough health that it should last to Mid-late game considering game timer.

In addition Bossk in a Z-95 will not proc his ability unless you are incredibly lucky.

His pilot ability is unlikely to even proc off a 2 die attack, there is only 1 crit result on a attack die, so you have a 1/8 chance per die and since Bossks ability procs AFTER neutralize results step they have to fail with their defense dice for his ability to trigger.

The only way I see it realistically happening is being at range 1 with a lock on a ship with 0 or maybe 1 defense dice. All you get from Bossk is initiative 4.

6 points for a initiative 4 ship is indeed a value, but if positioned correctly Ventress tractoring a target should kill or bring a enemy ship to half points every time it goes off.

I think that is more potent than a Z95 in late game who will be likely fighting a arc dodging ace or a tank, and the Z has a red barrel roll, only 2 firepower, and a pilot ability that is extremely unlikely to proc unless I am misunderstanding the timing of “After the neutralize results step”

Ps. I forgot to mention you can tractor a target onto terrain as a BS way of screwing up your enemy’s shooting, and possibly causing more damage.

Well put firing up the tugboats as we speak! (Also switching those titles for those initial Bossk squad games)

I wish you well, and be careful with Ventress as because of her large base it is easy to be blocked or accidentally land on terrain when using her ridiculous speed.

You should have this thought process in mind.

Ventress is a Tank/support ship who only needs 1 hit to go through for the title to work.

Ventress is also your late game Anchor and shines the most when shot at by 1 opponent, don’t try to tank 3+ ships with her unless maybe range 3.

Bossk is your main dps, he will probably die as his defense is not amazing but he has a large health pool, your goal is to trade him for a big chunk of your opponent.

—reinforce does help if you expect lots of modded attacks, but it reduces damage rather than negating damage, you still take at least 1 damage—

Your Y-wing will probably receive little attention while Bossk is alive(so be aggressive) unless the enemy has a range 1 shot, if you have a range 1 shot as well then it’ in your favor as a Y should not die that quickly. Try to sneak your Y into range 1 with a mod for a nasty surprise.

Love list #2 - I'm a big Bossk and Nashtah Pup fan. The reinforce action is amazing, and the ability to continually mitigate damage on a big klutzy ship is huge.

I tend to be a little afraid of N'Drhu - I think Z's are just too squishy, and I've never seen him (her?) really shine. Seems like a trap.