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darkevans

Bossk Builds.....which one? Any good?

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I am excited about trying the Houndstooth. especially Bossk. I made two builds with him but I'm not sure which one i like honestly. With Bossk you want that crit so I tried to maximize the chance that he gets one. I'm not very good at coming up with my own builds. I usually piece things together from builds I like on here and do a bit of mix and matching. Thanks for your feedback and be honest. 

 

Build 1

 

Bossk (35)

Determination (1)

"Mangler" Cannon (4)
Greedo (1)
Tactician (2)
Mercenary Copilot (2)
"Hot Shot" Blaster (3)
Engine Upgrade (4)
Hound's Tooth (6)
 
Talonbane Cobra (28)
Lone Wolf (2)
Ion Pulse Missiles (3)
Glitterstim (2)
Shield Upgrade (4)
 
Total: 97
 
Build 2
 
Bossk (35)
Determination (1)
"Mangler" Cannon (4)
Greedo (1)
Tactician (2)
Mercenary Copilot (2)
Engine Upgrade (4)
Hound's Tooth (6)
 
Black Sun Soldier (13)
Feedback Array (2)
 
Black Sun Soldier (13)
Feedback Array (2)
 
Black Sun Soldier (13)
Feedback Array (2)
 
Total: 100
 
Thanks Again for your feedback. How would you build Bossk and what would you put with him?
Edited by darkevans

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I think I like the 2nd list better with the 3 black sun soldiers. Seeing that most people are running 2 ship lists now, you can use the Z-95's and Feedback Array to get rid of the pesky fliers (Soontir, A-Wings, etc) and just wreck face with Bossk. Because of Bossk's ability you can get rid of larger ships' shields faster if you roll crits, then your remaining Z-95's can help swarm and possibly escort the large ship off the board via Feedback Array. If worst comes to worst, you'll have 4 Z-95's to swarm any remaining ships if they decide to take out Bossk early.

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Remember that Bossk isn't just needing a critical - he needs a critical hit that isn't canceled by evades, unlike Ten Numb or Kath Scarlet, who just want the critical. As a result, I'd agree with Whiskytango and take a Heavy Laser Cannon and Calculation/Mercenary Co-Pilot rather than a Mangler Cannon; when you've got a ship like Bossk taking up a big chunk of your points you need him to hit pretty much every time he fires.

 

To me that means either a 4-dice shot, or a 'second try' with a gunner. Gunner and Marksmanship strike me as a nice (if expensive) pairing because unlike a cannon you can use the full 180' sweep of your auxilliary arc.

 

A tactician is a bit of a waste because it's only affecting your 'normal' arc of fire, and with a 180' arc already, a hot shot strikes me as excessive (although I realise you're not exactly manouvrable, so it's not a bad idea to get someone off your butt).

 

 

 

 

Talonbane with Lone Wolf is interesting - provided you can keep him clear of other friends he's nigh impossible to hit at long range and utterly lethal at close range, especially with the stimm up his sleve. Since being able to control the range, and manouvre clear of friends, is so critical to his ability, and since neither lone wolf nor glitterstim requires an action, I'd consider handing him an engine upgrade rather than a shield. He's PS9 and the Khirax dial's not bad (especially with its speed 1 turn) so should be able to duck and weave arcs quite well. Not getting shot in the first place is a better defence than having an extra shield.

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I might try for this instead:

 

Bossk (35)

 

Calculation (1)

Heavy Laser Cannon (7)

Gunner (5)

Mercenary Copilot (2)

Outlaw Tech (2)

Glitterstim (2)

Engine Upgrade (4)

Houndstooth (6)

 

Talonbane Cobra (28)

Lone Wolf (2)

Glitterstim (2)

Engine Upgrade (4)

 

With Bossk in this build you're almost guaranteed to hit every time you shoot, you're getting a focus to use for calculation even if you do a red maneuver, and if you have a turn where you need to use boost instead of focus, you can pop Glitterstim to make sure you're still firing on all cylinders. 

This does require you to drop the Ion Pulse Missiles from Talonbane Cobra, but in most rounds it'd probably be better for him to be boosting so he can slip arcs anyways. 

 

The biggest downside of this list is that its 64pts in a ship that isn't as maneuverable or as durable as the Falcon, which could really work against you. 

Edited by whiskeytango

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Remember that Bossk isn't just needing a critical - he needs a critical hit that isn't canceled by evades, unlike Ten Numb or Kath Scarlet, who just want the critical. As a result, I'd agree with Whiskytango and take a Heavy Laser Cannon and Calculation/Mercenary Co-Pilot rather than a Mangler Cannon; when you've got a ship like Bossk taking up a big chunk of your points you need him to hit pretty much every time he fires.

 

To me that means either a 4-dice shot, or a 'second try' with a gunner. Gunner and Marksmanship strike me as a nice (if expensive) pairing because unlike a cannon you can use the full 180' sweep of your auxilliary arc.

 

A tactician is a bit of a waste because it's only affecting your 'normal' arc of fire, and with a 180' arc already, a hot shot strikes me as excessive (although I realise you're not exactly manouvrable, so it's not a bad idea to get someone off your butt).

 

 

 

 

Talonbane with Lone Wolf is interesting - provided you can keep him clear of other friends he's nigh impossible to hit at long range and utterly lethal at close range, especially with the stimm up his sleve. Since being able to control the range, and manouvre clear of friends, is so critical to his ability, and since neither lone wolf nor glitterstim requires an action, I'd consider handing him an engine upgrade rather than a shield. He's PS9 and the Khirax dial's not bad (especially with its speed 1 turn) so should be able to duck and weave arcs quite well. Not getting shot in the first place is a better defence than having an extra shield.

 

HLC is tempting but it will be tough to keep ships in the main arc. And it's a shame to not build to the 180' arc.

I believe tactician will work in auxiliary arc just like the firespray. It should be in the FAQ.

Engine on Talon is a good choice.

 

I might try for this instead:

 

Bossk (35)

 

Calculation (1)

Heavy Laser Cannon (7)

Gunner (5)

Mercenary Copilot (2)

Outlaw Tech (2)

Glitterstim (2)

Engine Upgrade (4)

Houndstooth (6)

 

Talonbane Cobra (28)

Lone Wolf (2)

Glitterstim (2)

Engine Upgrade (4)

 

With Bossk in this build you're almost guaranteed to hit every time you shoot, you're getting a focus to use for calculation even if you do a red maneuver, and if you have a turn where you need to use boost instead of focus, you can pop Glitterstim to make sure you're still firing on all cylinders. 

This does require you to drop the Ion Pulse Missiles from Talonbane Cobra, but in most rounds it'd probably be better for him to be boosting so he can slip arcs anyways. 

 

The biggest downside of this list is that its 64pts in a ship that isn't as maneuverable or as durable as the Falcon, which could really work against you.

I feel like you could cut out title, HLC, and stimm on Bossk for a z95 with an illicit.

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The problem with adding additional ships is that it becomes harder to keep Cobra's Lone Wolf active. At the same time.... it's not easy to spend the rest of the points.

 

Calculation and Mercenary copilot is probably overkill as you can only trade in one critical, and heavy laser cannon and gunner is an expensive option which doesn't really work well together.

 

I'd suggest:

 

Bossk - Marksmanship, Gunner, Hound's Tooth

Binyare Pirate - Feedback Array

Talonbane Cobra - Lone Wolf, Glitterstim, Engine Upgrade

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