In hyperspace would u take maul crew or perceptive copilot + seismics?

By Greedo_Sharpshooter, in X-Wing

Maul crew or Perceptive copilot??

this is likely meta game call but im really torn between thse two option on boba fett when he is paied with two skull squadron pilots.

pros and cons?

maul works regardless of whether u get an action and can reload the force token if u stress urself when taking dmg. thats pretty amazing but firesprays hate stress and find it hard to clear so takingon stress to get a single dice mod is iffy and quite situational. sometimes u will not want to take that stress because it will create a domino effect with ur positioning the next turn (fierspray has a quite limited number of blue movement options).

percepive copilot is adding double focus. on defense this can be very hard to punch thru. if ur getting even one reroll that double focus is going to do work on defense. most times u will get to use one focus on offense and one focus on defense, sometimes that second ficus doesnt get used at all but thats either because u rolled evades anyway or rolled hits anyway and didnt need it or u blanked out in which case having maul would not have made a difference.

so which would u have? well copilot costs 8 vs maul costs 13. this is significant because u get a whole extra 5pts to spend. creating points for seismics is really good beuase im worried about a droid swarm. sesimics isnt going to win the gsme on its own in thatmahcup but it is going to help, if only by making the fly differently. havingthe ability to blast and obstacle and inflict auto damage is good.

im rally picking between these two squads. (or a 3rd squad with a small bid)

SQUAD #1

Skull Squadron Pilot (47)
Fearless (3)

Ship total: 50 Half Points: 25 Threshold: 2

Skull Squadron Pilot (47)
Fearless (3)

Ship total: 50 Half Points: 25 Threshold: 2

Boba Fett (85)
Fearless (3)
Perceptive Copilot (8)
Seismic Charges (3)
Slave I (1)

Ship total: 100 Half Points: 50 Threshold: 5


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZhZ200Z101X121WY101X121WY103X121WWW54W71WWW161W&sn=Unnamed Squadron&obs=

SQUAD #2

Skull Squadron Pilot (47)
Fearless (3)

Ship total: 50 Half Points: 25 Threshold: 2

Skull Squadron Pilot (47)
Fearless (3)

Ship total: 50 Half Points: 25 Threshold: 2

Boba Fett (85)
Maul (12)
Contraband Cybernetics (2)
Slave I (1)

Ship total: 100 Half Points: 50 Threshold: 5


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZhZ200Z101X121WY101X121WY103XWWW48WW92WW161W&sn=Unnamed Squadron&obs=

thoughts??

Edited by Greedo_Sharpshooter

maul crew and cybernetics are miles better than the other option

Maul. I'd much rather be action-free, than locked into Focus actions for my tokens. That'll open up the boost, the reinforce, the get-blocked, the intentional bump (if you'll deny a shot on yourself, but get a shot on someone else, might be great). Sure, use the stress aspects of Maul sparingly, but the overall flexibility and automatic-ness is really good.

Maul adds an awful lot of flexibility, which comes in handy in all match ups. There are circumstances where Maul will save your hide when PerCo won't. Most will prefer it for that.

I'm personally a fan of PerCo though. It brings added risk and can obviously cost you options at times, but the extra bid is just as useful, if more match up specific.

I tend to bait with Firesprays and turn away sometimes, when a Maul build will just turn in and do the beatdown, so play style is definitely a factor. PerCo requires a bit of a wiser approach, to mitigate the action downsides.

The usefulness of Bombs to the list, I'm not sure on. I haven't really gone into Boba Skulls myself much, though I've played against it plenty. It maybe doesn't really need them and can possibly create more risk, but spare points and bombs are definitely very handy in other blends.

Maul. It’s 2.0 man!!!

PASSIVE MODS FOH SHOH!!

It's hard to pass up the passive force mod.

  • Green tokens can be taken away by various effects (Palob, Old Teroch, Hotshot Copilot Gunner, missing your action, etc); force can't.
  • Force doesn't require your action, so if you're blocked or need to do something else with your limited action economy, you're fine.
  • Force mixes with your Lock action to make your attack hit that much harder; Perceptive Copilot only gives you a focus or lock, not a mix of the two. Boba can't rely on being in the fray all the time, so it's helpful to be able to lock when farther away.
  • The firespray benefits a lot from boosting to aim its arcs on that fat medium base, or put Boba in the tussle for his rerolls; relying on force instead of focusing makes sure you're not having to choose between dice mods and boosting.

Certainly, in ideal situations the double-focus can be really useful -- you have two opportunities to modify all your focus results (e.g. attack + defense, or two defenses). But Maul helps you out in the average case and mixes with everything else the firespray has to offer instead of locking you into a playstyle, which tends to put it well ahead in the end.

If I don't run Maul on Boba, it's because I'm running him light to make room in the fleet. If I'm spending that many points, I'll want to make room for Maul if able.

Also I rarely use Maul's ability to regain force... the single force point is worth it on its own. The fact that he's the only source of force in the faction (save for Asajj) is a big reason he shows up so much.

Edited by Wazat
gunner... gunnnnner, wazat, gunner
1 hour ago, Wazat said:

Hotshot Copilot

😂 Wasn't that a 1.0 upgrade.

3 minutes ago, Hiemfire said:

😂 Wasn't that a 1.0 upgrade.

Err... Hotshot Gunner . I uhh.. my account was hacked. Skynet is against me! That or my assigned government agent got painfully bored reading my conversations again and is trying to spice things up. Poor guy. :D

Man this thread has me wanting to fly Boba.

4 hours ago, Wazat said:

Man this thread has me wanting to fly Boba.

Fly boba. See Worlds. 😃

Edited by Blail Blerg

Boba Fett (85)
Maul (12)
Seismic Charges (3)
Contraband Cybernetics (2)
Hull Upgrade (5)
Slave I (1)

Ship total: 108 Half Points: 54 Threshold: 6

Skull Squadron Pilot (47)
Fearless (3)

Ship total: 50 Half Points: 25 Threshold: 2

Zealous Recruit (41)
Ship total: 41 Half Points: 21 Threshold: 2


Total: 199

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZhZ200Z103XWWW48W71W92W164W161WY101X121WY102X&sn=Unnamed Squadron&obs=

quite like this variant. downgraded a skull to a recruit, 1pt bid and seismics plus xtra hull on boba.

thoughts? @Hiemfire @Wazat @Cuz05 @theBitterFig ????

Edited by Greedo_Sharpshooter

I’d take Maul all day and if it’s a meta call spending 200 has you losing the bid to Boba/Frost.

Edited by ChrisW4
4 hours ago, ChrisW4 said:

I’d take Maul all day and if it’s a meta call spending 200 has you losing the bid to Boba/Frost.

true. check my list above. 199pts. best of both worlds. tanky boba w xtra hull, seismics,maul, contraband cybernetics for the 4K-turn or 3talon roll plus action :)

it means downgrading skull to a zealot but thats not all bad as u have urself a nifty block that still throws out 4dice atacks at range1.

I’d probably go further and drop below 199 and not risk losing a roll off to Boba/Frost.

8 minutes ago, ChrisW4 said:

I’d probably go further and drop below 199 and not risk losing a roll off to Boba/Frost.

so drop contraband and go to 197? its pretty cool but situational and more useful in some games. moving after their boba seems good eh?

Edited by Greedo_Sharpshooter
11 hours ago, Greedo_Sharpshooter said:

Boba Fett (85)
Maul (12)
Seismic Charges (3)
Contraband Cybernetics (2)
Hull Upgrade (5)
Slave I (1)

Ship total: 108 Half Points: 54 Threshold: 6

Skull Squadron Pilot (47)
Fearless (3)

Ship total: 50 Half Points: 25 Threshold: 2

Zealous Recruit (41)
Ship total: 41 Half Points: 21 Threshold: 2


Total: 199

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZhZ200Z103XWWW48W71W92W164W161WY101X121WY102X&sn=Unnamed Squadron&obs=

quite like this variant. downgraded a skull to a recruit, 1pt bid and seismics plus xtra hull on boba.

thoughts? @Hiemfire @Wazat @Cuz05 @theBitterFig ????

Boba is fine. I'd consider trading Hull Upgrade for Fearless or something like that instead, but I'm thinking Extended where Lone Wolf and friends are available. Hull Upgrade might make good sense unless you want a bid.

The two Fang Fighters are harder to gauge for me since I haven't flown generic fangs in a while. My compulsion is to swap in Kihraxz or Kimogilas, but this is a hyperspace thread so phooey. ;) But I rather like Sunny Bounder with Autoblasters as a 30-point filler, so consider that. Gives you room to throw in a Mining TIE or spend a few more points upgrading the fang pilot or giving something else to Boba. And SunnyBlaster is a fine throwaway ship that occasionally bursts for extra or unevadeable damage.

So compare to something like this in case it gives you ideas, but don't be quick to throw out your fleet (give that a try first):

Boba Fett (85)
Fearless (3)
Maul (12)
Seismic Charges (3)
Contraband Cybernetics (2)
Slave I (1)

Ship total: 106 Half Points: 53 Threshold: 5

Zealous Recruit (41)
Ship total: 41 Half Points: 21 Threshold: 2

Sunny Bounder (27)
Autoblasters (3)

Ship total: 30 Half Points: 15 Threshold: 2

Mining Guild Sentry (22)
Ship total: 22 Half Points: 11 Threshold: 2


Total: 199

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZhZ200Z103X121WWW48W71W92WW161WY102XY138XW232Y304X&sn=Unsaved Squadron&obs=

Edited by Wazat
12 hours ago, Greedo_Sharpshooter said:

quite like this variant. downgraded a skull to a recruit, 1pt bid and seismics plus xtra hull on boba.

thoughts? @Hiemfire @Wazat @Cuz05 @theBitterFig ????

Definitely worth a try.

I played against the PerCo Boba and 2 Fearless Skulls again today... the thing that gives me pause for thought is that I normally kill Boba, (which I did), but then the 2 I4s, if undamaged, can be too hot to handle. If I do over the Fangs, I rarely get both, Boba and 1 Skull is a lot to take on and a lot of points on the table.

With this, I think I might be tempted to try and squash the recruit. He should be easier to catch, which would give me more time to halve or kill Boba. If not, and I take Boba, the Skull and Recruit will probably have a harder time winning out, points are often in the balance at time and I imagine I'll catch the Recruit.

My squadmate literally just finished top 4 in our Store Champs with Fearless, PerCo, title Boba and the 2 Skulls. (2 top players with Jedi in the final). It's got a good balance, trading a little off Boba for more threat, and points, on the Skulls.

2 hours ago, Cuz05 said:

Definitely worth a try.

I played against the PerCo Boba and 2 Fearless Skulls again today... the thing that gives me pause for thought is that I normally kill Boba, (which I did), but then the 2 I4s, if undamaged, can be too hot to handle. If I do over the Fangs, I rarely get both, Boba and 1 Skull is a lot to take on and a lot of points on the table.

With this, I think I might be tempted to try and squash the recruit. He should be easier to catch, which would give me more time to halve or kill Boba. If not, and I take Boba, the Skull and Recruit will probably have a harder time winning out, points are often in the balance at time and I imagine I'll catch the Recruit.

My squadmate literally just finished top 4 in our Store Champs with Fearless, PerCo, title Boba and the 2 Skulls. (2 top players with Jedi in the final). It's got a good balance, trading a little off Boba for more threat, and points, on the Skulls.

i think u offer up the reruit early. try for range 1 blocking but make sure boba gets to the endgame nomatter what.

Edited by Greedo_Sharpshooter
29 minutes ago, Greedo_Sharpshooter said:

i think uoffer up te reruit early. tgry for range 1 blocking but make sure boba ges to the ensgame nomatter what.

It's a good plan. I used to run Swarm Tactics Old Teroch and Boba with one, they get work done when people don't really want to waste time engaging them. The extra kick from Terry did a lot of work though.