Slave 1 + Hounds Tooth Advice

By RawF15, in X-Wing Squad Lists

I am trying out these two together for the first time. Any advice?

Firespray -class Patrol Craft - •Boba Fett - 127
•Boba Fett - Notorious Bounty Hunter (85)
Heavy Laser Cannon (5)
Cluster Missiles (5)
•Maul (12)
Cluster Mines (8)
Marauder (6)
•Dengar (6)

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

YV-666 Light Freighter - •Bossk - 67
•Bossk - Fearsome Hunter (62)
Inertial Dampeners (4)
Hound’s Tooth (1)

Total: 200/200

View in the X-Wing Squad Builder

Boba seems way overstuffed to me, while you're running the Party Bus extremely light.

Why HLC, Cluster Missiles and Cluster Mines on Boba? Are you expecting to use all three? What's the intended strategy there?

Is Marauder and Dengar really the most efficient use of 12 points? It's maybe an extra damage a turn for the cost of half a Z-95.

Meanwhile, what's Bossk bringing to the table here except a wide front ask and a big, sluggish target?

I don't think Bossk is easy to build for, but if you're not using even one of his three crew and gunner slots, I'd ask myself why you're even bringing him.

Greedo seems like a no brainer to me, as it'll either help draw heat off Boba or give Bossk an easy crit for his ability. 0-0-0 is a really good choice of crew for Bossk, to help with some action economy. BT-1 is pretty cheap too, and while it's rare he'll trigger in this combination (no one is going to willingly take a stress that BT-1 and Bossk will turn into two hits instead of letting you have a calculate), he's there to guarantee easy calculate tokens and to help Bossk pounce whenever someone is forced into a k-turn or uses a linked action that doesn't arc dodge.

Alternatively, there's the more expensive but more reliable 'Han in Carbonite' build, which is taking Jabba the Hutt crew and Scum Han Gunner along with Contraband Cybernetics. That basically gives you five turns of not caring about stress, and six turns of double mods, so long as you can get the lock.

Either way, I'd take Contraband Cybernetics over Inertial Dampeners on Bossk any day. He already has a red stop. All ID gets you is the ability to change to a stop after other ships have moved, but at I4 that's not a big enough gain for the points. If you plan your maneuver well enough, you don't need ID.

Drop HLC, Cluster Missiles and Dengar off Boba. Drop Cluster Mines down to Prox Mines and Marauder down to Slave One. That's a whopping 24 points you've saved.

You could throw in a blocker Binayre Pilot and drop ID on Bossk for Greedo and Contraband Cybernetics and have a much more solid list right there. Alternatively, you've easily got the points for Solo in Carbonite + a Shield Upgrade on Bossk (which will bump his half points threshold). May as well take Marksmanship on that build too, it probably won't trigger but you never know - could be an extra hit result for just 1 point with a bit of luck. Not bad.

With all that in mind, I'd recommend one of these two:

Boba Fett (85)
Fearless (3)
Maul (12)
Proximity Mines (6)
Slave I (1)

Ship total: 107 Half Points: 54 Threshold: 5

Bossk (62)
Marksmanship (1)
Jabba the Hutt (6)
Han Solo (Scum) (10)
Contraband Cybernetics (2)
Shield Upgrade (4)
Hound's Tooth (1)

Ship total: 86 Half Points: 43 Threshold: 7

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


Total: 199

Or

Boba Fett (85)
Maul (12)
Proximity Mines (6)
Slave I (1)

Ship total: 104 Half Points: 52 Threshold: 5

Bossk (62)
Greedo (1)
Contraband Cybernetics (2)
Hound's Tooth (1)

Ship total: 66 Half Points: 33 Threshold: 6

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

Binayre Pirate (22)
Ship total: 22 Half Points: 11 Threshold: 2


Total: 198

I think Boba and Bossk is a tricky combo. Regardless of upgrades, there's not much that will dissuade an opponent from just going all in on one of them, with good odds of trading up and having enough left to corral the other. I would want a 3rd ship to help offer some harder choices to your opponent and give yourself some leeway on the inevitable sacrifices.

Trouble is, these 2 pilots don't leave a lot of room to move but Boba is a strong finisher, so I'll keep him in....

Like Guac says, you have a lot of things Boba doesn't really need. Clusters of both kinds cost a lot for extremely variable impact. HLC is going to be awkward to trigger, and given Bobas love of R1, not ideal to try and set up. Marauder is really expensive with a Gunner on top.

Maul, Fearless, Slave 1 is a go-to build for Boba and undeniably strong. I quite like to run him cheaper, bait and kite till things are ripe for him to finish up. It's not as flexible but gives you lot more to play around with elsewhere.

I like the cheaper Bossk, shared above, and the Jabbanetic Bus, but the YV below should last longer and well suit the early crash and bash that Boba wants from his wingman.

Hounds Tooth title, I'm super not sold on. The YV is a big, obvious thing, it can't kite at all and just wants to smash, so it needs help on the table, rather than stowed away for later. The Z is a fairly bad ship, so once the YV goes, it doesn't really give you a lot. Slight shout out to Latts, who doesn't need to shoot anyone to be annoying in the Pup.

(52) Trandoshan Slaver [YV-666 Light Freighter]
(8) Lando Calrissian
(2) Unkar Plutt
(10) Han Solo
Points: 72

(85) Boba Fett [Firespray-class Patrol Craft]
(8) Perceptive Copilot
(1) Slave I
Points: 94

(27) Sunny Bounder [M3-A Interceptor]
(3) Autoblasters
Points: 30

Total points: 196

Dropping Bossk to a Slaver can get you a hefty, double modded blocker who'll take a while to chew through and serve as a decent battering ram for drawing early aggro. Reinforce, spend it with Lando for rerolls on the Han focussed shot. Unkar is there to make sure you can still pick up the reinforce while roadblocking their ships.

Sunny Bounder can be a real thorn if ignored. If not, you've put her somewhere that will really drag some, or all, of the opposing fleet into compromising positions. She's just win-win.

4pt bid for Slave 1 will allow Boba to solo many, many things. But Seismics may be handy clearing space for the Slaver and later, Boba's choice of turns.

So, doubtful this is the best that can be done, but it's something I'd be more than happy to fly.

Something like this?

Boba Fett (85) Maul (12) Proximity Mines (6) Contraband Cybernetics (2) Slave I (1) Ship total: 106 Half Points: 53 Threshold: 5

Bossk (62) Lando Calrissian (Scum) (8) IG-88D (3) Contraband Cybernetics (2) Hound's Tooth (1) Ship total: 76 Half Points: 38 Threshold: 6

Nashtah Pup (6) Ship total: 6 Half Points: 3 Threshold: 2 Total: 188

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

Bossk (62)
0-0-0 (5)
BT-1 (2)
Contraband Cybernetics (2)

L3-37 (26)
Total: 200

Coordinate reinforce to Bossk, let him lock. 000 gives him a calc or stresses enemy giving him instant crit.

Well, here's a list of Firespray with YV-666 which my friends and I played some of the kind.

It may not be competitive in an event, but really bring funs to the game from the very beginning.

· Firespray-class Patrol Craft - Emon Azzameen (71)
Lone Wolf (5)
Boba Fett (4)
Cluster Mines (8)
Rigged Cargo Chute (4)
Stealth Device (6)
Marauder (6)
Skilled Bombardier (2)
Ship total: 106 Half Points: 53 Threshold: 5

· YV-666 Light Freighter - Moralo Eval (66)
Outmaneuver (6)
Cluster Missiles (5)
Lando Calrissian (Scum) (8)
IG-88D (3)
Contraband Cybernetics (2)
Shield Upgrade (4)
Ship total: 94 Half Points: 47 Threshold: 7

Total: 200

Key points:

1. Setup Moralo at the corner, near by the edge close to your opponent's squad will be the best;

2. With the help of Boba [Crew], setup Emon at a good position where he can drop the Cluster Mines rightly in front of your opponent's squad in the 1st System Phase;

3. Move Moralo in to the reserve in round 1 and bring him back at the start of the next round, at a position in the rear arc of the most threatening enemy ship that you can lock down;

4. Play with the advantage.

On 5/13/2020 at 5:28 PM, wurms said:

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

Bossk (62)
0-0-0 (5)
BT-1 (2)
Contraband Cybernetics (2)

L3-37 (26)
Total: 200

Coordinate reinforce to Bossk, let him lock. 000 gives him a calc or stresses enemy giving him instant crit.

I'm starting to mess around with Bossk and I really like this idea. It trims the fat from a two-ship Boba/Bossk and gives Bossk more options for token stacking.

Hello,

I can just assist the comment that Boba is far overloaded while running a low profile Bossk.

Here is what I would include into this ships:

Bossk (62)
Fearless (3)
0-0-0 (5)
Unkar Plutt (2)
Greedo (1)
Contraband Cybernetics (2)
Shield Upgrade (4)
Hound’s Tooth (1)

Nashtah Pup (6)

Boba Fett (85)
Fearless (3)
Maul (12)
Proton Bombs (5)
Contraband Cybernetics (2)
Hull Upgrade (5)
Slave I (1)
Total: 199

View in Yet Another Squad Builder 2.0

1 hour ago, Banjo79 said:

Bossk (62)
Fearless (3)

No dice, I'm afraid. The YV does not have the arc required for this card. Compare the attack symbols for confirmation.

On 5/14/2020 at 6:18 AM, muzhyou said:

Moralo Eval (66)
Outmaneuver (6)

This one slipped by me too. Same issue as above. Arc requirements.

Don’t shoot me, I’m kinda new in the 2.0 scummyness (having just a few ships). But if I had the new stuff for Bossk and Zuckuss, I’d fly this with a pint and some mates to be sure, and it might not be too bad:

New Squadron

(62) Bossk [YV-666 Light Freighter]
(2) Contraband Cybernetics
Points: 64

(85) Boba Fett [Firespray-class Patrol Craft]
(2) Contraband Cybernetics
(1) Slave I
Points: 88

(45) Zuckuss [G-1A Starfighter]
(2) Contraband Cybernetics
Points: 47

Total points: 199

4 hours ago, clanofwolves said:

(62) Bossk [YV-666 Light Freighter]
(2) Contraband Cybernetics
Points: 64

(85) Boba Fett [Firespray-class Patrol Craft]
(2) Contraband Cybernetics
(1) Slave I
Points: 88

(45) Zuckuss [G-1A Starfighter]
(2) Contraband Cybernetics
Points: 47

Total points: 199

It simply is . I double like it.

4 hours ago, clanofwolves said:

Don’t shoot me, I’m kinda new in the 2.0 scummyness (having just a few ships). But if I had the new stuff for Bossk and Zuckuss, I’d fly this with a pint and some mates to be sure, and it might not be too bad:

New Squadron

(62) Bossk [YV-666 Light Freighter]
(2) Contraband Cybernetics
Points: 64

(85) Boba Fett [Firespray-class Patrol Craft]
(2) Contraband Cybernetics
(1) Slave I
Points: 88

(45) Zuckuss [G-1A Starfighter]
(2) Contraband Cybernetics
Points: 47

Total points: 199

19 minutes ago, Cuz05 said:

It simply is . I double like it.

Probably throw the Mist Hunter title on Zuchuss, yeah?

4 minutes ago, gennataos said:

Probably throw the Mist Hunter title on Zuchuss, yeah?

I kinda almost think not tbh. Lock, lock and more lock if not dead already. Even that 1pt bid may save Bobas life.

Hhactually. I might take CC off Boba for MH and Marksman on Bossk....

1 hour ago, gennataos said:

Probably throw the Mist Hunter title on Zuchuss, yeah?

Hummmm, nice idea, didn’t know one existed (ignorant of the 2.0 version).

1 hour ago, Cuz05 said:

I kinda almost think not tbh. Lock, lock and more lock if not dead already. Even that 1pt bid may save Bobas life.

Hhactually. I might take CC off Boba for MH and Marksman on Bossk....

Interesting.... I enjoy ships with similar upgrades when the ship types, dials, abilities, PS, etc. are all different and I’m learning how to fly them, because my brain isn’t a steel trap. It’s more like a mesh tea ball.

Edited by clanofwolves