How to use Bossk?

By GuacCousteau, in X-Wing Squad Lists

I never got round to picking up the Hound's Tooth in first edition. My Scum collection has grown a fair bit during second edition, and the re-release of the Hound's Tooth coming with a sweet Nashtah Pup repaint finally convinced me it was time.

I'm also curious about Bossk as a Z-95 pilot that can dock, and with a unique ship ability.

The problem I'm having is that I have no idea how to build a list around this ship, and I'm struggling to balance useful upgrades and ship count.

I'd like my list to include Bossk in some form, and either a docked Z-95 or specifically the Nashtah Pup. I know that's not super competitive, but I'm not looking for that. I'd just like to get the coolest bounty hunter and a little baby version of his ship on the table in a list that won't fall apart as soon as someone looks at it.

My take so far:

Bossk (62)
0-0-0 (5)
BT-1 (2)
Contraband Cybernetics (2)
Hound's Tooth (1)

Ship total: 72 Half Points: 36 Threshold: 6

Nashtah Pup (6)
Ship total: 6 Half Points: 3 Threshold: 2

Emon Azzameen (71)
Proton Bombs (5)
Andrasta (3)
Proximity Mines (6)

Ship total: 85 Half Points: 43 Threshold: 5

Genesis Red (31)
Marksmanship (1)
Autoblasters (3)

Ship total: 35 Half Points: 18 Threshold: 2


Total: 198

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z153XWWW63WW79W92WW150Y160XWWY104XWWWW69WWW146W70Y133X125WW232&sn=Unnamed Squadron&obs=

Ships I have available:

Z-95 x5,

Y-Wing x3,

Star Viper x1,

Scyk x2,

Firespray x1,

G1-A x1,

Hounds Tooth x1,

Fang Fighter x1,

HWK-290 x1

Honestly, I really don't know what I'm doing when it comes to this ship. I don't know whether it needs another strong, independent ship alongside it or whether you're best running lots of cheap, small ships to take advantage of some crew buffs.

Is Bossk in the Z-95 launching from Latts or Moralo worth a look?

Edited by GuacCousteau
35 minutes ago, GuacCousteau said:

Is Bossk in the Z-95 launching from Latts or Moralo worth a look?

Surely!

I intend, at some point, to dock a Procket, MMS Bossk to Jabbanetic Latts for some fun shenanigans.

Unconvinced that docking is worthwhile in a general sense though. The YV can be tanky, but not very. You ideally want all your points on the table to protect or take advantage of the Bus' big @$$.

There's a bunch of stuff you can do with it. If you keep it cheap, it can serve as a strong anvil to a decent hammer or as a worthy screening piece. Alternatively, you can bulk it up into an almighty hammer to soften things up for some form of closer. I think the latter is much more fun, but not as adaptable.

I rather like your list. Not sure how it comes together on the table. The YV would seem to be the target, I'd avoid chasing Emon like the plague, which would lessen his impact quite a bit. Perhaps a Spray more focussed on forward firepower would cause me some doubts. Genesis Red is cool, but I think Sunny procs more and ends up hitting a bit harder with the blasters, for less. Also a better blocker ofc.

Maybe Koshka and Sunny as alternate pilots. Use the Bus as a straight up battering ram and roadblock.

This is my one and only though... I don't seem to be able to try anything else.

(57) Latts Razzi [YV-666 Light Freighter]
(6) Jabba the Hutt
(10) Han Solo
(2) Contraband Cybernetics
(4) Trick Shot
Points: 79

5 turns of reinforce/lock plus focus on a totally open dial are stupendous. The thought of tractoring someone into Procket Bossk's double modded 5 die keeps me awake at night.

Aiming to put Latts on the table with a bulky Assaj and Seevor this wknd. Bossk will work in for the latter at some point.

1 hour ago, Cuz05 said:

Unconvinced that docking is worthwhile in a general sense though. The YV can be tanky, but not very. You ideally want all your points on the table to protect or take advantage of the Bus' big @$$.

Agree with this. One way you can potentially use docking is on Moralo as a way of getting the YV and the Z95 in behind early on.

I'm not sure whether it's good, but one thing I've explored is using swarm tactics on an I6 (Han or Dengar) and Greedo on Bossk to all but guarantee the crit.

Yeah, I also think the best YV-666 is a JabbaNetic/Carbonite build.

As to Bossk Z-95... Scum has a bunch of cool cheap ships. I wonder if some sort of toolbox swarm makes sense.

  • Torkil Mux (-) 38
  • Bossk (Marksmanship) 30
  • Sunny Bounder (Autoblasters) 30
  • Genesis Red (Crack Shot, Tractor Beam) 35 - If you're using it to buff 5 shots at the cost of giving up a single 2-dice attack, Tractor Beam is certainly worthwhile. Crack Shot probably optional, but might be nice for R1 kill shots.
  • Zealous Recruit (-) 41
  • Black Sun Soldier (Crack Shot) 25

There's no "bubble" effects so you don't need to stay in a block, but flying 6 ships with 4 dials could be annoying.

3 hours ago, GuacCousteau said:

Bossk (62)

0-0-0 (5)
BT-1 (2)
Contraband Cybernetics (2)
Hound's Tooth (1)

This is almost exactly the build I built for Bossk the other day.

Kihraxz Fighter - •Talonbane Cobra - 55
•Talonbane Cobra - Scourge of Tansarii Point (50)
Intimidation (3)
Deadman’s Switch (2)

Scurrg H-6 bomber - •Captain Nym - 69
•Captain Nym - Captain of the Lok Revenants (48)
Bomblet Generator (5)
Spare Parts Canisters (4)
Havoc (2)
Trajectory Simulator (6)
•R5-P8 (4)

Z-95-AF4 Headhunter - • Nashtah Pup - 6
Nashtah Pup - Contingency Plan (6)

YV-666 Light Freighter - •Bossk - 70
•Bossk - Fearsome Hunter (62)
•0-0-0 (5)
Hound’s Tooth (1)
•BT-1 (2)

Total: 200/200

View in the X-Wing Squad Builder

I let my son play Starfighter a couple years ago, and he latched onto Nym, so I had to pick up the Havoc. Then he was on a Talonbane kick and bought me the Khiraxz for my birthday last year. Now he just finished reading Bossk's story in Tales of the Bounty Hunters, so I decided to put all three together for funsies. A large, medium, and small ship to really get that full Second Edition feel.

5 hours ago, GuacCousteau said:

Ships I have available:

Z-95 x5,

Y-Wing x3,

Star Viper x1,

Scyk x2,

Firespray x1,

G1-A x1,

Hounds Tooth x1,

Fang Fighter x1,

HWK-290 x1

You probably want to get a hold of a Lancer as Assaj is instant stress inducer which triggers BT-1 on Bossk for crits.

Asajj Ventress (72)
Hate (9)
Shadow Caster (1)

Bossk (62)
Lando Calrissian (8)
IG-88D (3)
BT-1 (2)
Contraband Cybernetics (2)

Zealous Recruit (41)
Total: 200

or some Nom Lumb

Asajj Ventress (72)
4-LOM (2)
Shadow Caster (1)

Bossk (62)
Lando Calrissian (8)
IG-88D (3)
BT-1 (2)
Contraband Cybernetics (2)

Nom Lumb (38)
Autoblasters (3)
0-0-0 (5)
Contraband Cybernetics (2)
Total: 200

While there is tremendous risk with it, I have always been a big proponent of Bossk with Greedo gunner to GUARANTEE the crits. You can put more on too - Maul, Lando and IG or Perco, etc etc, but when you're drawing crits too, I think just Greedo is enough.

Here is my Boskk list. Basicly what Cuz05 was talking about. I have found that I never need care about the amount of stress. Either the game is win or loss by the time I end the Contraband Cybernetics/Jabba combo runs out of charges. The rest of this list is ways for Jostero to get a bonus attack.

The three Deadman Switch seem to always put out a far amount of damage. Once had a game end at a 200-200 draw because of them.

New Squadron

(62) Bossk [YV-666 Light Freighter]
(6) Jabba the Hutt
(10) Han Solo
(2) Contraband Cybernetics
(1) Marksmanship
Points: 81

(42) Captain Jostero [Kihraxz Fighter]
(2) Deadman's Switch
(2) Contraband Cybernetics
(6) Shield Upgrade
Points: 52

(33) Constable Zuvio [Quadrijet Transfer Spacetug]
(5) Proton Bombs
(2) Deadman's Switch
Points: 40

(24) Black Sun Soldier [Z-95-AF4 Headhunter]
(2) Deadman's Switch
Points: 26

Total points: 199

On 2/7/2020 at 4:45 AM, GuacCousteau said:

Bossk (62)
0-0-0 (5)
BT-1 (2)
Contraband Cybernetics (2)
Hound's Tooth (1)

Bossk is my all time favorite scum pilot (mostly due to nostalgia) but he does hit like a truck if you build him correctly.

Your build above is good. I like the natural BT-1 and 0-0-0 synergy but there is too much dependence on being at range 1 and opponent choices (ie they may give you a calculate token instead) which can be a problem with the ship.

I have found Greedo being the best choice because there is no range stipulation. This gives way to you putting other useful crew such as L3-37 to improve the dial and 4-LOM (I freaking love 4-LOM).

This is my current build:

(62) Bossk [YV-666 Light Freighter]
(2) 4-LOM
(4) L3-37
(1) Greedo
Points: 69

(56) Old Teroch [Fang Fighter]
(3) Fearless
Points: 59

(30) Unkar Plutt [Quadrijet Transfer Spacetug]
(5) Pattern Analyzer
Points: 35

(30) Captain Seevor [Modified TIE/ln Fighter]
(6) Outmaneuver
Points: 36

Total points: 199

I know Seevor here is an extremely unorthodox build but he is very fun played as a flanker with outmaneuver given that he is oft ignored due to his low dice value but he can be a topic for another time.