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ctsparky

(Bossk) + 2Y Break down my list Advantages / Disadvantages

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Hello,

I'm a fairly new player to X wing, and would play more often but have other duties that take my time, etc.  You know how life is.

 

Wave Seven has attracted my interest and I made up this squad.What I would like from the rest of you is to break it down.  Tell me what lists I may struggle with, and if so how if you were me to play against them.  

 

Tell me the lists I should crush and how I would go about it.

 

In essence School me on HOW you would fly the list or fly against it.  I'll give you my thoughts after the list.

 

Here is the list:

 

Bossk (35)
Calculation (1)
"Mangler" Cannon (4)
Saboteur (2)
Outlaw Tech (2)
Engine Upgrade (4)
 
Syndicate Thug (18)
Twin Laser Turret (6)
R4 Agromech (2)
 
Syndicate Thug (18)
Twin Laser Turret (6)
R4 Agromech (2)
 
Total: 100
 
Three smallest rocks for obstacles
 
 
The main purpose of this list is to beat the twin laser turrets at their own game.  28 hit points of beef. 
The 2 y wings are to do twin laser turret goodness and to provide as a blocker if needed.  Use the focus to get a target lock, then use the target lock if needed or just wait til next turn to have both focus and target lock.
 
now for Bossk.  I eschewed Gunner since I think most times I'm just looking to get one damage trough.  At range 2-3 I use the Mangler to get the guaranteed crit, and at range one I use calculation on a primary attack of 4 dice.  
I did not see the need for merc. Co pilot (since the mangler gives me a crit).
Saboteur is there once the opponent gets damage onto his hull and s close to me or in range one in the rear of the ship to do something.
Outlaw tech is there for when I do the hard stop.  Engine upgrade to get the big ship around when needed. or to dodge an arch of get into another range category
 
 
Setup.  I put one y wing at the back of the board towards the middle and the other at range 1 away towards my "curved end" at a slight tilt towards where I'll put Bossk. Bossk I'll put 1.5 large basses from the edge along the curved side  Typically I'll put a small rock by one of my edges at around 2.75 from both corners.  This gives a lane and if my opponent puts a rock it at least has to be range one from it.  My other two rocks are there to break up lanes and force the opponent to funnel into a central area.
 
Round one Back y wing does a 1 straight. Angled y does a one bank away from bossk causing the edge to bump him  Bossk straight 1 into a bump.
Round two Back y into a 1 bank away from bossk.  Angled y Hard 2 away. Bossk one straight.   
From there I try to take out what has been engaged, and play from there.  Typically round 3 Bossk does a hard stop.
 
so please give me feedback.
 
How would I do vs:
BBBBZ
4 B with AC
Brobots
Chirp / Fel
TIE Swarm
Triple Squint with AT?
Corran Dash
other significant Archetypes
 
What do you think of the squad?  How would you make it better? And of course I'll take any praise.
Edited by ctsparky

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You are spending too much on things that require actions to benefit from.

Calculation (worthless without a focus token)

Engine Upgrade (need to use an action to boost)

Saboteur (need to use an action for this)

Of those three, I'd scrap Saboteur because you'll almost never have a situation that getting a 50% chance at flipping up a damage card is preferable to target locking, boosting or focusing.

The YV-666's 180 degree arc is just begging for Tactician, that's a 2 point crew that has a passive effect so would probably be a good swap for Saboteur.

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I agree with WWHSD, to much "action" dependency.  I don't even like running calculation with mangler.  I run this Bossk; 

 

Bossk w/ Calculation, Recon Spec, Tactician, K4, Engine Upgrade (48)

 

I feel this Bossk give you the best action economy for your build.

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You are spending too much on things that require actions to benefit from.

Calculation (worthless without a focus token)

Engine Upgrade (need to use an action to boost)

Saboteur (need to use an action for this)

Of those three, I'd scrap Saboteur because you'll almost never have a situation that getting a 50% chance at flipping up a damage card is preferable to target locking, boosting or focusing.

The YV-666's 180 degree arc is just begging for Tactician, that's a 2 point crew that has a passive effect so would probably be a good swap for Saboteur.

 

Thank you.

I agree with WWHSD, to much "action" dependency.  I don't even like running calculation with mangler.  I run this Bossk; 

 

Bossk w/ Calculation, Recon Spec, Tactician, K4, Engine Upgrade (48)

 

I feel this Bossk give you the best action economy for your build.

Also thank you.

 

I had Saboteur since I kept bossk close to the ys for protection of them via a sudden burst by bossk to potentially take them out.  The ONLY reason I have Calculation is for the range one shot when NOT using Mangler, or outside the primary firing arc. 

 

I did use Outlaw Tech when I did my full stop, and I like getting the focus for doing a red move. There isn't much green on the dial so I'm not a big fan of K4 but many people like it, and it is free.

 

Also I do like the Mangler to deny range bonuses for defense dice.

 

That being said how would any of you fly against some of the usual lists in a tournament?

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I don't have Bossk, so I may be off the mark, but thinking from the theorycrafting angle, I would still go for the merc copilot over the saboteur even with the mangler cannon. My reasoning is this: since Bossk changes one critical into two regular hits, having a bulk of regular hits plus changing one more of those hits into a crit gives you a better chance of landing a crit past a high evasion opponent. It also allows you to get a crit while being able to use your focus token as a regular focus instead of Calculation, or if you get no focus results and are not in position to use the Mangler. Bossk loves the crits, and the more ways you can get crits, especially passively, the better.

Also, have you considered using the autocannon instead of the mangler? With the autocannon, crits are cancellable, but regular hits are not. If you get any crits with it, you can use Bossk to make more unavoidable damage.

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I don't have Bossk, so I may be off the mark, but thinking from the theorycrafting angle, I would still go for the merc copilot over the saboteur even with the mangler cannon. My reasoning is this: since Bossk changes one critical into two regular hits, having a bulk of regular hits plus changing one more of those hits into a crit gives you a better chance of landing a crit past a high evasion opponent. It also allows you to get a crit while being able to use your focus token as a regular focus instead of Calculation, or if you get no focus results and are not in position to use the Mangler. Bossk loves the crits, and the more ways you can get crits, especially passively, the better.

Also, have you considered using the autocannon instead of the mangler? With the autocannon, crits are cancellable, but regular hits are not. If you get any crits with it, you can use Bossk to make more unavoidable damage.

 

1. Consistently shooting at range three with a large base is tough. Range two, however, seems to happen by accident all the time.

2. Any kind of cannon on Bossk ties his hands claws - why bother having a 180d arc if you can't use it?

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I don't have Bossk, so I may be off the mark, but thinking from the theorycrafting angle, I would still go for the merc copilot over the saboteur even with the mangler cannon. My reasoning is this: since Bossk changes one critical into two regular hits, having a bulk of regular hits plus changing one more of those hits into a crit gives you a better chance of landing a crit past a high evasion opponent. It also allows you to get a crit while being able to use your focus token as a regular focus instead of Calculation, or if you get no focus results and are not in position to use the Mangler. Bossk loves the crits, and the more ways you can get crits, especially passively, the better.

Also, have you considered using the autocannon instead of the mangler? With the autocannon, crits are cancellable, but regular hits are not. If you get any crits with it, you can use Bossk to make more unavoidable damage.

 

 

There are a couple problems that I see in regards to autoblaster .

 First is the range 1 restriction.  I don't want anyone to get into range one of Bossk. or range one of the Y wings. I lose advantage there since I have low agility ships, and would much rather volley shots at longer ranges.

 

Second is the fact that the defender cancels critical hits first.  With the Bossk pilot ability you want them to cancel regular hits first.  Bossk triggers once all attack and defense actions are done since you have to determine whether there was a hit in the first place.  If the defender cancelled the crits then Bossk can't do anything.

 

Third is the cost.  It just costs more and I'm trying to keep Bossk down in points.

 

Merc copilot works if you aren't using a mangler cannon, but when the Cannon does the work of turning one hit into a crit, then that helps you. Also the cannon ignores the range benefit since it is a secondary weapon.

 

The Calculation card is a stop gap for when in range one or shooting using a primary weapon.

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The YV-666's 180 degree arc is just begging for Tactician, that's a 2 point crew that has a passive effect so would probably be a good swap for Saboteur.

 

I was wondering about this.  Just to make it explicit: it's written somewhere that Tactician's "inside your firing arc" verbiage is inclusive of auxiliary arcs?  'Cause that's flippin' sweet.

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The YV-666's 180 degree arc is just begging for Tactician, that's a 2 point crew that has a passive effect so would probably be a good swap for Saboteur.

 

I was wondering about this.  Just to make it explicit: it's written somewhere that Tactician's "inside your firing arc" verbiage is inclusive of auxiliary arcs?  'Cause that's flippin' sweet.

 

 

Yup, it's expicitly mentioned in the FAQ. The only difference between a primary firing arc and an auxiliary is that you can't shoot a secondary weapon out of an auxiliary. So if you were wondering, autothrusters and Backstabber don't trigger there either.

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The YV-666's 180 degree arc is just begging for Tactician, that's a 2 point crew that has a passive effect so would probably be a good swap for Saboteur.

 

I was wondering about this.  Just to make it explicit: it's written somewhere that Tactician's "inside your firing arc" verbiage is inclusive of auxiliary arcs?  'Cause that's flippin' sweet.

 

 

Yup, it's expicitly mentioned in the FAQ. The only difference between a primary firing arc and an auxiliary is that you can't shoot a secondary weapon out of an auxiliary. So if you were wondering, autothrusters and Backstabber don't trigger there either.

 

 

Excellent, thanks!!

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The YV-666's 180 degree arc is just begging for Tactician, that's a 2 point crew that has a passive effect so would probably be a good swap for Saboteur.

 

I was wondering about this.  Just to make it explicit: it's written somewhere that Tactician's "inside your firing arc" verbiage is inclusive of auxiliary arcs?  'Cause that's flippin' sweet.

 

And, to add insult to injury, it says in the FAQ that if you have multiple tacticians, it gives multiple stress.

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The YV-666's 180 degree arc is just begging for Tactician, that's a 2 point crew that has a passive effect so would probably be a good swap for Saboteur.

 

I was wondering about this.  Just to make it explicit: it's written somewhere that Tactician's "inside your firing arc" verbiage is inclusive of auxiliary arcs?  'Cause that's flippin' sweet.

 

And, to add insult to injury, it says in the FAQ that if you have multiple tacticians, it gives multiple stress.

 

To remove insult from injury, Tacticitan is now limited. Though that doesn't stop you running multiple B-Wings with Tactician, or a couple of Firesprays or YV-666s to maximise the Tactician area of effect, plus multiple stress if you're positioned for it.

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The YV-666's 180 degree arc is just begging for Tactician, that's a 2 point crew that has a passive effect so would probably be a good swap for Saboteur.

 

I was wondering about this.  Just to make it explicit: it's written somewhere that Tactician's "inside your firing arc" verbiage is inclusive of auxiliary arcs?  'Cause that's flippin' sweet.

 

 

If something requires a primary arc to use it the text will specify "primary" instead of just "firing arc".

 

From the FAQ entry for Outmaneuver on Page 13:

 

"The auxiliary firing arc of the Firespray-31 is a firing arc."

 

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I have played with similar squad with quite good out outcome. I would take those Y-Wings with BTL-A4 Tittles, they can hammer some serious damage for the enemy ship with total of three attacks! I had Moralo Eval with Heavy Laser Cannon, Gunner, Bossk and Outlaw tech as crew members, they did some serious damage against my opponent! That is solid 100p as well.

 

 

Here ya go!

 

Moralo Eval(34)

YV-666

-Heavy Laser Cannon(7)

-Gunner(5)

-Bossk(2)

-Outlaw Tech(2)

 

Syndicate Tech(18)

Y-Wing

-Twin Laser Cannon(6)

-Unhinged Astromech(1)

-BTL-A4(0)

 

Syndicate Tech(18)

Y-Wing

-Twin Laser Cannon(6)

-Unhinged Astromech(1)

-BTL-A4(0)

 

..just for reference.. :)

 

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Giving this a shot tomorrow at a local store tourney.

 

Syndicate Thug (26) x 2

Y-Wing (18), Twin Laser Turret (6), R4 Agromech (2)

 

Moralo Eval (48)
YV-666 (34), Heavy Laser Cannon (7), Gunner (5), Bossk (2)

Edited by AiRSiK

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Giving this a shot tomorrow at a local store tourney.

 

Syndicate Thug (26) x 2

Y-Wing (18), Twin Laser Turret (6), R4 Agromech (2)

 

Moralo Eval (48)

YV-666 (34), Heavy Laser Cannon (7), Gunner (5), Bossk (2)

 

 

Interesting - do you feel the Bossk Target Lock + Focus on your primary is worth losing the Heavy Laser Cannon's four attack dice for the second Gunner shot?

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Giving this a shot tomorrow at a local store tourney.

 

Syndicate Thug (26) x 2

Y-Wing (18), Twin Laser Turret (6), R4 Agromech (2)

 

Moralo Eval (48)

YV-666 (34), Heavy Laser Cannon (7), Gunner (5), Bossk (2)

 

Interesting - do you feel the Bossk Target Lock + Focus on your primary is worth losing the Heavy Laser Cannon's four attack dice for the second Gunner shot?

Loosing the dice did not make that big of a difference at least it did not feel like it having a focous and a target lock for the second shot. It felt pretty consistent with producing 3 hits on the second shot.

I will say there is probably a better way to play this ship but it was the first time for me using it. Unboxed it and put it on the table...that being said the Y-wings with TLT and aggro mech felt really good spending a focous and getting a target lock on the other shot.

My dice were terribly cold so much my buddies commented they never saw it that bad before. Even after all the modifiers I had on attack dice it was barely getting any damage through.

Finished 1-2 so not a great day but had fun and will revist the hounds tooth at a later date with bossik shenanigans.

As for next time Iam going to try 4 TLT Y-wings and see where it goes.

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Giving this a shot tomorrow at a local store tourney.

 

Syndicate Thug (26) x 2

Y-Wing (18), Twin Laser Turret (6), R4 Agromech (2)

 

Moralo Eval (48)

YV-666 (34), Heavy Laser Cannon (7), Gunner (5), Bossk (2)

 

 

Interesting - do you feel the Bossk Target Lock + Focus on your primary is worth losing the Heavy Laser Cannon's four attack dice for the second Gunner shot?

 

I played with a nearly-identical build myself (sacrificing the Agromechs to get EU on Moralo) and I found that the HLC hit too often for Gunner and Bossk to trigger- I went three games in a row without having them activate once. On one occasion when it did activate, I found using the primary with the focus+target lock was worth losing the 4 dice from the HLC,, but I usually had a focus or TL already, so the HLC hit far more often than not. For a tournament, I ended up replacing them with K4 Security Droid, Outlaw Tech, and Intel Agent, which served me much better. Bossk+Gunner is probably better suited to the Trandoshan Slaver or Latts Razzi. 

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Giving this a shot tomorrow at a local store tourney.

 

Syndicate Thug (26) x 2

Y-Wing (18), Twin Laser Turret (6), R4 Agromech (2)

 

Moralo Eval (48)

YV-666 (34), Heavy Laser Cannon (7), Gunner (5), Bossk (2)

 

 

Interesting - do you feel the Bossk Target Lock + Focus on your primary is worth losing the Heavy Laser Cannon's four attack dice for the second Gunner shot?

 

I played with a nearly-identical build myself (sacrificing the Agromechs to get EU on Moralo) and I found that the HLC hit too often for Gunner and Bossk to trigger- I went three games in a row without having them activate once. On one occasion when it did activate, I found using the primary with the focus+target lock was worth losing the 4 dice from the HLC,, but I usually had a focus or TL already, so the HLC hit far more often than not. For a tournament, I ended up replacing them with K4 Security Droid, Outlaw Tech, and Intel Agent, which served me much better. Bossk+Gunner is probably better suited to the Trandoshan Slaver or Latts Razzi. 

 

 

What would you think of this kind of modificiation of this squad...

 

 

Moralo Eval(34)

YV-666

-Heavy Laser Cannon(7)

-Outlaw Tech(2)

-K4 Security Droid(3)

-Tactician(2)

 

Syndicate Thug(18) 2x

Y-Wing

-Twin Laser Turret(6)

-R4 Agromech(2)

 

Total of 100p

 

I wasn't big fan of bossk as crew member for same reasons. It was not activating nearly as often with that HLC. But in other hand Tactician is activated actually quite often and it is so good against all those Interceptors or alike. I have been testing those Y-Wings with TLT's and at first I was very excited about TLT and BTL-A4 combo, but after more games I saw that I am missing too many opportunities to shoot with them and in the end I would of done more damage with just TLT's. I did try to get more maneuverability with Unhinged Astromechs, but it was not enought against Interceptors etc. So I will be trying out this next time. I found that Moralo Eval and HLC is very effective combo and it has designed for that for sure. And what comes to the Outlaw Tech, it is the MUST crew member to have in YV-666 ship, it just screams it with tha red 0. move. I honestly dont have any buildst without it.

 

I am trying to find good competative build for my first tournament on 10th of October and I hope you guys keep posting good ideas for YV-666, because that will be one ship that I will fly for sure, but I am not yet to be found those side ships for him. My strongest quess is that I will be flying with twin Y-Wings with him, but I would like to find other viable options for it. I have few builds with Talonbane Cobra with YV-666 and they are cool to play too, but I am not sure if it is good for tournament. A

 

Any help from you guys?!? :)

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