Trip Bounty Hunters

By Bort, in X-Wing Squad Lists

So I got my hands on a 3rd Firespray.

I figure its not a uber-power list, but should be fun to play 3 Bounty Hunters.

What best to do with the remaining 8 points?

There are quite a few options. None great. Just some I considered.

  • Tractor or Autoblasters for all 3.
  • One ship with Slave 1 and 88D crew.

Do we want more or less terrain?

  • 2x Seismic charges.
  • 2x Cargo Chute

Any other suggestions come to mind?

1 with Perceptive Copilot, or run them with Tobias Becket, Qi'ra and Zuckuss?

You've got a fair amount of durability, and good arc coverage. It could work, but it'll take a lot of practice.

  • I wouldn't bother with autoblasters. You gain no firepower increase over your primary weapon, so it only really matters if you can get a critical and be out of your opponent's arc.
    • Autoblasters/Marksmanship can work but it's 3 points, so you can't all have it (and it's bullseye-locked).
  • I don't think Slave 1 is great - changing direction is nice but it's best at high initiative (i.e. with Boba Fett, where it should be)
  • Tractor Beams might work, but giving up 1/3 of your firepower feels a bit too much.

I think @Cerebrawl has the best idea. Scum have some great cheap crew. Zuckuss, 4-LOM, Beckett, Qui'Ra and Unkar Plutt are all nice-to-haves.

Cool thanks. All the points you make are valid.

Will probably end up testing some crew combos.

@Magnus Grendel they don't have a talent slot, so marksmanship/autoblaster is not even an option. :)

I keep thinking about Deadman Switch for triple Bounty Hunters. They don't hate getting into someone's teeth, and that extra damage can be nice. With generics, you'll typically be on the back foot when it comes to the initiative kills fight, and having something to help them push damage if they're taken off the board before they shoot can be nice. Firesprays are also ships which don't really have to be too close together. With boost they can collapse onto a target even if somewhat spread out initially, and rear guns means it's great to attack from multiple angles with them.

Couple of seismic charges will help against aces and swarms alike. With the last two points, pick your favorite two-point crew. Qi'ra is nice.

probably do 4lom, zuckuss, unkar crew. Push as much damage as you can with the three ships.

Could also make one Koshka + 4lom crew. So when a ship stresses itself, you get rerolls and block their green token for a big hit.

Kath gets an extra red dice, when you bounty hunters block/get blocked.

8 hours ago, wurms said:

probably do 4lom, zuckuss, unkar crew. Push as much damage as you can with the three ships.

Could also make one Koshka + 4lom crew. So when a ship stresses itself, you get rerolls and block their green token for a big hit.

Kath gets an extra red dice, when you bounty hunters block/get blocked.

I don't think Unkar is good, for same reason as @Magnus Grendel pointed out Slave I is no good. You are much more likely to be the blocker than to be blocked. Not unusable, just not as good on Ini2 ship.

Really like both your other ideas, but first want to see what I can do with the generics. Simply because I like having same ini fleet, probably cause i'm a bad move planner. ;)

15 hours ago, theBitterFig said:

I keep thinking about Deadman Switch for triple Bounty Hunters.

This was definitely on my radar. Might just be that last point of dmg needed. And helps a bit when badly outnumbered, which with a 3 ship list is quite likely.

*Edit. Hmmm or all the obstacle interaction.

Boba (Crew), Tobias Becket and Qi'ra

Edited by Bort