Boba Fett - Worthless as he seems?

By Samwise Gamgee, in Star Wars: The Card Game

So, I can see that many people agree that Fett is tough if not pointless to run. I have heard some ideas to fix him. Would you prefer a new Boba Fett unit card or an objective set which makes him more worthwhile/effective? If the objective set route, what would you add (i.e., a objective which adds one damage point to each bounty hunter or a unit enhancement card)?

Edited by Samwise Gamgee

Why would you drop him on the table if u weren't able to save him? Especially running vs certain deck types you shouldn't put out big drops unless you know you can control the board.

Like putting out a Devastator vs Rebel vehicles is suicide >>

Well there is a reason why virtually no one runs him or his set..... he is very hard to keep alive. DS has a total of 1 protector, and imperial suppression as an interrupt (in a mostly unplayed set), so unlike jedi/smugglers, that have bunches of protectors AND interrupts, there isn't much you can do to set your board up to keep fett alive. again, one of the main reasons he, and his pretty bad set isn't used.

I'm not sure why you feel like putting the devastating out against rebel vehicles is suicide. he is a great mid or late game drop to finish out games against all factions.

Meant to say early drop. But unless you're running a lot of cost reduction, dropping big drop vehicle that can easily be taken out by rebel vehicles (escort fighter and that suicide card come to mind), it's just inefficient use of resources -- only really good to knock out objective. Don't expect it to live long :(

Meant to say early drop. But unless you're running a lot of cost reduction, dropping big drop vehicle that can easily be taken out by rebel vehicles (escort fighter and that suicide card come to mind), it's just inefficient use of resources -- only really good to knock out objective. Don't expect it to live long :(

I don't think "Heroic Sacrifice" works on the Devastator, just the Escort fighter.

Edited by Sephirex

heroic sacrifice only works on printed cost 4 or less vehicles, and x-wing escort is only effective if the devestator is the only other vehicle the ds controls. plus, I honestly rarely see the ackbar set played as its really not that great. I normally don't have too many problems playing the dev vs rebels because they are fairly aggressive leaving me and to attack, plus with the dev being elite, it's pretty tough to lockdown. it takes 3 focus after all, then you have tractor beam, and not apology accepted. but again, certainly not a favorite early game play imo, best mid to late game after you have established some board control.

anyways, we are WAY off topic here. so back to boba fett, and his set.

I have tried to come up with decks where I could utilize even his objective and maybe bounty collection but even then, they have too many stipulations on them. they both require UNITS to be captured FROM PLAY, and you can only pull a focus off an objective or enhancement, no units. So that really starts to limit their usefulness in my eyes.

I tried putting together a deck that could utilize bespin exchange and the shadow of nar shaddaa to be able to focus attacking units every turn, but then you run into the problem of the sets you need to incorporate to get enough UNIT capture FROM PLAY that you are really short on resources.

I've tried coming up with a deck that has alot of the 2 resource scum sets but again, you run into a,lack of resources in your deck.

the issue I have with scum as a whole is the fact that almost all of the resource sets have no capture, and almost all of the capture sets have no resources. so by the time you include enough resource sets and capture sets, you don't have the room for any other sets that have the possibility of decent combos in them.

anyways, we'll see about dengar, but i'm already worried as he is another 4 cost BH, with only 2 unit damage, and 2 health......so i hope his ability is just off the charts....

How do you know he only has 2 damage capacity

heroic sacrifice only works on printed cost 4 or less vehicles, and x-wing escort is only effective if the devestator is the only other vehicle the ds controls. plus, I honestly rarely see the ackbar set played as its really not that great. I normally don't have too many problems playing the dev vs rebels because they are fairly aggressive leaving me and to attack, plus with the dev being elite, it's pretty tough to lockdown. it takes 3 focus after all, then you have tractor beam, and not apology accepted. but again, certainly not a favorite early game play imo, best mid to late game after you have established some board control.

anyways, we are WAY off topic here. so back to boba fett, and his set.

I have tried to come up with decks where I could utilize even his objective and maybe bounty collection but even then, they have too many stipulations on them. they both require UNITS to be captured FROM PLAY, and you can only pull a focus off an objective or enhancement, no units. So that really starts to limit their usefulness in my eyes.

I tried putting together a deck that could utilize bespin exchange and the shadow of nar shaddaa to be able to focus attacking units every turn, but then you run into the problem of the sets you need to incorporate to get enough UNIT capture FROM PLAY that you are really short on resources.

I've tried coming up with a deck that has alot of the 2 resource scum sets but again, you run into a,lack of resources in your deck.

the issue I have with scum as a whole is the fact that almost all of the resource sets have no capture, and almost all of the capture sets have no resources. so by the time you include enough resource sets and capture sets, you don't have the room for any other sets that have the possibility of decent combos in them.

I tend to agree I think design and play testing are at fault here. Scum pods continue to pay heavily for a capture mechanic that's perceived to be stronger than it actually is. Subsequently, the remaining pod cards are weaker. The speed at which light side can kill objectives turns temporary board control for the dark side into card advantage for the former. Its simply too slow. To make it work you have to jump through too many combo hoops. Get Boba his armor, need Jabba for Bounty, double focus Bossak. name the correct card for Get Me Solo, find a unit in hand for Headhunter and hope your not helping your opponent cycle cards with Tatoonine Crash. Then to avoid the card advantage. You need one of two cards to kill the captives before their rescued, which can backfire, as the rest of scum is semi dependent on you having captured cards in play. For balance parity, light side has cards with a built in rescue mechanic that seem to not effect the overall strength of the card its attached to. Capturing systematically hinders scum and dark side more than it helps.

I'd like to see scum move away from capturing as much it can and focus on higher unit damage instead. I know its a core theme that cant be avoided, but they need to speed it up or make it more efficient if weakening of other cards continues.

Edited by OrganicJedi

I have tried to come up with decks where I could utilize even his objective and maybe bounty collection but even then, they have too many stipulations on them. they both require UNITS to be captured FROM PLAY, and you can only pull a focus off an objective or enhancement, no units. So that really starts to limit their usefulness in my eyes.

I've actually had the most success with Bounty Collection and Bespin Exchange's ability out of all the cards in the set. They're both terrific for getting more out of your resources in your turn. Things like Captured and Bossk can really help get a big board presence when coupled with them, or leave some resources open for other things like explosive charge. They are conditional, but when those conditions are met, they are pretty impressive.

They are conditional, but when those conditions are met, they are pretty impressive.

And that is the exact problem. WHEN those conditions are met they are impressive. consistency is, imo, why scum is really poor in comparison to other factions right now. there is far too many "whens". If i put out vader, or luke or han or chewy or the falcon they are going to get things done without requiring other cards to be good. scum on the other hand requires multiple cards to start seeing much of a return.

I really don't mind if capturing is the main mechanic, but if thats the case it needs to be somewhat normalized in its wording so there aren't 8 variations on the capture mechanic wording so you can activate more abilities. for example, the hunt for solo only works on captured units. the bespin exchange requires captured units from play, so with both of these when i use my Utinni! neither objective activates. when i use my tattooine crash, neither objective activates. so both only work on a few occasions. when i use a z-95 and capture a unit, bespin exchange doesn't go off but the hunt for solo will. if i capture something with my get me Solo, bespin exchange doesn't work, but hunt for solo does. this same situation is the case for quite a few cards in the scum repertoire.

the other part of the equation for scum is units that can are actually A) worth their cost, and B) able to do something. there is virtually no marquee characters that are the likes of ANY of the main units in any other faction. even the chuds in scum leave alot to be desired. in smugglers you get units like cloud city operative. so for 2 cost your getting a 2 heath, 2 combat icon unit, 1 being a tatics, AND on top of all that your getting what essentially amounts to a poor mans bamboozled for free! all that for 2 cost. what do we get? paid informants, no ability, trandoshan hunters, only useful if there are wookies out, weekay hunters, amazing for 2, not good for 4, gammorean guards, no ability(should have been protect), aqualish thugs, 3 cost for 1 health with a 1 time objective damage ability, z-95's, low combat icons, and ability that is inconsistent at best, corrupt official, amazing....as an interrupt, low combat icons for a unit, outer rim hunter, another 1 health unit for 2 cost with a lackluster ability.

Then you have the scum main characters which is where is was hoping we'd see some really nice units in bounty hunters and such, but sadly that is not the case. units like the boba fett, assassin droid, outer rim space pirates, greedo, Bossk, even the slave 1 as much as i like it, i look at the 5 cost falcon and go "huh?".

I think maybe FFG took the stance that they wanted to make sure scum didn't come in as the wrecking ball so they made sure not to over do capturing and scum units but in the end they just made the entire faction as a whole pretty weak. as was said above, capturing can be a very risky mechanic often times. i love seeing a ton of captured cards on my opponents objective, because i know as soon as i kill it, which frankly isn't hard for the light side to do anymore, i get a bunch of new cards. so capture is really a weaker version removal, a weaker version of removal.

Just to play devil's advocate here a bit, I'd like to counter a few points bobafett012 brought up.

First, it's obvious that there is no "uniform template" for capture and effects that trigger off of that. But, as you were listing all those ways to capture, it struck me that there are quite a lot of different abilities that do capture. No other faction with a uniform theme really has that. Boba Fett (conditional and very difficult to actually pull off, for sure, but still there), Get Me Solo, Z-95s, Bounty, Captured, Tatooine Crash, Utinni, and Bossk. That's eight separate ways to capture, all of which you can run multiples of. When I've run capture decks, I can regularly capture at least two cards a game, frequently more. As a method of un-counterable card removal, that's pretty good. And having so many different options means you can build different decks based off of it, but still have them be distinct.

Second, while it's true that destroying the objective that has the captured cards nets them all going back to your opponents hand, that's at least one card that you now know is in your opponents hand, possibly many. If they didn't know what the captured cards were (if from Tatooine Crash), then they could have just filled up on a bunch of mostly useless cards. And even if they are now flush with power cards, you know that, and can use things like Z-95s and Get Me Solo to get them back, since any characters aren't likely to see the board again until after you've had a turn.

I'm still in the process of trying to find things in Scum that work, and how to make a good deck (if possible). The jury is still out for me, although I do see and appreciate all the negatives people are bringing up. But I have also seen some pretty interesting combos and good plays. I think as a whole, Scum is a "combo" faction, instead of just a "capture" faction. Thus, there's always going to be that inconsistency to them. But I like combo decks, so I'm going to keep at them for a little while longer, at least.

Just to play devil's advocate here a bit, I'd like to counter a few points bobafett012 brought up.

First, it's obvious that there is no "uniform template" for capture and effects that trigger off of that. But, as you were listing all those ways to capture, it struck me that there are quite a lot of different abilities that do capture. No other faction with a uniform theme really has that. Boba Fett (conditional and very difficult to actually pull off, for sure, but still there), Get Me Solo, Z-95s, Bounty, Captured, Tatooine Crash, Utinni, and Bossk. That's eight separate ways to capture, all of which you can run multiples of. When I've run capture decks, I can regularly capture at least two cards a game, frequently more. As a method of un-counterable card removal, that's pretty good. And having so many different options means you can build different decks based off of it, but still have them be distinct.

except they are all in different sets so you can't include but a few different ways to capture. I haven't counted, but if there is 8 different ways to capture, your only going to be able to fit a few in, specially if you want any resources at all because those are not in the same sets. jabbas reach, lucrative contracts, feeding the pit, carbonite transport all have resources and no capture. the only 2 sets that have both capture AND a resource is the hunt for solo and jabbas orders. the hunt for solo being what I consider to be one of the weaker sets. so sure you can double up on all this capture, but then your going to be resource starved most games. Actually about the only capture that I believe is "un-counterable" is the tatooine crash, and if course you can always just blow it up which is fairly easy for rebels, and smugglers these days.

the second part of this I'm not understanding. You say "un-counterable removal". Just about all the capture is counterable. over my dead body counters bossk, boba fett and a jabba bounty, 3p0 and counter stroke counters capture, get me solo, and utinni!, and anything that stops a z-95 or boba fett from striking stops them. also winning an edge by 3+ is another way to remove bounty..

Well there is a reason why virtually no one runs him or his set..... he is very hard to keep alive.

Sadly, Boba Fett's game card has finally come down to reflect the fate of his character in the movies. After Empire, we all sought to get his action figure and thought, "Man, Boba Fett is awesome. I hope he gets more screen time in Return." Years later, Return of the Jedi comes out, we're all watching to see how awesome Boba Fett's gonna be, and what happens? He gets taken out like a Bizzy by a blind Han Solo. Sure they brought him back later in the EU, but let's be honest. Movie Boba, never lived up to his fan expected potential. So sad, his card does the same. Perhaps later expansions will fix him up right.

I think a lot of peoples problem with Scum and Villany is that they are wanting the faction to do things that it can't do consistently. What you should be focusing on is what it CAN do consistently.

1. Flood the board with resources. Scum has 3 good objectives that produce 2, units that produce resources, or put things with cost 2 or less into play for free, along with the standard enhancement resource cards.

2. Flood the board with solid to great 1 and 2 drops. I have a pure scum and villainy deck that has 18! units that can block the smuggler ships. Dropping 3 of those turn 1 isn't hard at all. And non of them bounce if I lose edge.

3. Slow down speed decks. Corrupt officials is one of the only good way to deal with the decks that can beat you on turn 2 or 3, and turn 1 Jabba can really slow decks down in multiple ways.

4. Solid non event control effects. Bounties, Bosk, and maybe some other stuff I'm not thinking of can't be stopped by Trust Me, Counter Stroke, or C3PO. There are very, very few counters to using Jabba to drop a Bounty at the end of their turn, and the only ones I can think of off the top of my head are scum and villainy cards.

5. Captured is the best control card in the game.

6. Destroy enhancements. and by destroy enhancements I mean blow up resource producers before your opponent has a chance to use them ever.

7. Beat Sneaky Ships consistently. I have looked far and wide and can't find another deck type that has a good match up, but pure smugglers built right has a good chance to win.

Build a deck that plays to those strengths and you'll have much more success.

What Scum and Villany can't do.

1. Use boba fett in an effective way. You need the Emperor's Web to make Fett playable in any way, and it's questionable if he's worth it then.

2. Use Slave 1, or it's objective, in any way shape or form. If the combo you have in mind requires Carbonite Transport to be in play, it's a bad, unrealiable combo and ultimately a trap against you if you put it in your deck. Slave 1 goes in navy capital ship decks where tractor beam is crazy good, and you never play slave 1, you just focus it for 3 force pipps. Do not put it in your Scum and Villany decks! it costs way too much, is too fragile, and when it's got a million blast damage it will spend the whole game locked down by tactics.

3. Always have a captured unit at an objective. This is not a reliable strategy, since you could get a bad objective draw, or your opponent could just blow up and rescue the card. That is why capturing a card at Feeding the Pit and discarding it before your opponent can attack the objective is always the right play, even if you can't get the healing and card draw out of it. Cards on Jabba's reach are nice for the 1 or 2 turns you get the extra draw, but they won't last long, and they will go back to your opponents hand pretty soon.

4. Win Edge without cheating somehow. But they are awfully good at the cheating. though sometimes you get lucky and draw Outer Rim Space Pirates when you need them, and your opponent rarely plans on that happening.

2. Use Slave 1, or it's objective, in any way shape or form. If the combo you have in mind requires Carbonite Transport to be in play, it's a bad, unrealiable combo and ultimately a trap against you if you put it in your deck. Slave 1 goes in navy capital ship decks where tractor beam is crazy good, and you never play slave 1, you just focus it for 3 force pipps. Do not put it in your Scum and Villany decks! it costs way too much, is too fragile, and when it's got a million blast damage it will spend the whole game locked down by tactics.

This is true. Red 5 costs only 3 resources and is arguably better.

2. Use Slave 1, or it's objective, in any way shape or form. If the combo you have in mind requires Carbonite Transport to be in play, it's a bad, unrealiable combo and ultimately a trap against you if you put it in your deck. Slave 1 goes in navy capital ship decks where tractor beam is crazy good, and you never play slave 1, you just focus it for 3 force pipps. Do not put it in your Scum and Villany decks! it costs way too much, is too fragile, and when it's got a million blast damage it will spend the whole game locked down by tactics.

This is true. Red 5 costs only 3 resources and is arguably better.

Millenium Falcon is the best straight up comparison and if the capture mechanic is as bad as it seems, it pales in comparison. I mean the Falcon can be focused down and boom there's a new character for the attack or defense.