I heard someone say, “Bossk, meh he’s not so great.”
After recovering from my palm reflexively hitting my forehead, I thought this needs to be discussed.
I think Bossk is a VERY powerful unit. Too powerful? The jury’s still out on that one. The problem is that Bossk can’t be played like other Imperial units since he only has white defence dice with no surge. Because of this, the best place for Bossk is at range 4 beside some sight blocking terrain. Attacking at range 4 means there are very few units that can actually attack him, and most of them can only get 3 hits at most (DLTs and AT-RT Laser).
Of his Command cards, the one pip is probably the weakest imo. To use Bossk’s 1 pip, he needs to be at range 1. Since his range attack is 2-4, it means if he is still in range one the following round he can’t even attack. Not that he would survive the retaliation attack after dropping the dioxin bomb. The bomb itself can do a max of 3 damage. Granted that is 3 damage per unit in range, it still means that a full rebel Z-6 unit will have its leader, the Z-6 and one more mini to retaliate with if they don’t make any saves. Keep in mind the third point of damage done by dioxin is done after the unit activates, meaning that unit will still have dice from that mini to attack with. If you’re attacking another Imperial unit they may also save and statistically will save at lease one of those hits, meaning a unit affected by the bomb will lose one mini, then be able to attack, then lose a second mini at the end of their activation. Yeah, not so great. There are far better one pip cards, especially if you have Veers or Krennic or even Boba in your list too.
Bossk’s two pip card is ok, but keep in mind you just cause you can do two attacks, doesn’t mean you get three actions (unless you’re taking a damage to move). This card is great to attack twice, then duck into cover, especially if your opponent is trying to close range on Bossk. The next round after you play this card, you can have Bossk pop up again at range 4.
TBH when I first saw Bossk’s three pip card, I thought it was crap, but now I think it’s his most powerful. It gives one aim after each enemy unit activation, so you will generally have 10 aims on Bossk. I’m sure someone is thinking, “what the heck would I want so many aims for?” So you can fish for crits without worry of missing on any die. Having 5 crits is a big deal. It means cover or dodge tokens are meaningless or a armoured unit will be taking a good chunk of damage this round. It means if Bossk attacks a rebel unit with a dodge token and in cover, he will probably wipe them off the table, because they will only have their white defence dice to save them and one will be Pierced. Sounds pretty good to me.
Now just to circle back to why you want Bossk to be at range 4 and how much of a steal he is at 110 points. Bossk has 4 white and 1 red at range 2-4 with Pierce 1 and Suppressive. A unit of Stormtroopers with DLT, roll 4 white and 2 red (only one less die), but the troopers can’t all attack at range 4 (only the DLT). Yes the troopers cost 42 points less and have red defence dice, but they don’t have Pierce or Suppressive, nor can they regenerate, or move as easily (Unhindered and Expert Climber). So for the extra 42 points you get all that plus you have 2 health more. I’m telling you 110 points is a steal. Now if you’re thinking, “But how do I keep him at range 4?” It shouldn’t be that hard with Unhindered and Expert Climber.
As for upgrades, I think it would be foolish not to put Emergency Stims on Bossk. It means if you take 7 damage, you could heal before you actually have to apply the last two to Bossk. It makes Bossk’s health 9 instead of 7 just because of his healing ability. Another good upgrade for Bossk would be Hunter, but it isn’t as important as including Emergency Stims. Having Duck and Cover as an upgrade can also help Bossk since he has white defence dice with no surge. Reducing hits will help keep him alive, especially if he’s attacked by a Deathtrooper squad from range 4 (one of the few units that can attack at range 4 with a decent amount of dice 4 black, 2 red, 1 white) and with the Enrage ability Bossk can clear stress quickly.
I hope I’ve illustrated some of Bossk’s virtues, and I haven’t even mentioned Bounty. Having the ability to gain an extra victory point is big and since Bossk can attack from range 4, he actually has a little easier time than Boba. Boba is faster and has Jump, but you need range 2 to get Boba’s second weapon in range where Bossk gets all 5 dice at range 4.
But what do you think of Bossk?