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PastrySandwich

Bounty Hunter Party Bus

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I wanted to fit in all the bounty hunters into a single (100 pt) list. This was the best I could come up with that is still somewhat viable with some combos.

 

Slaver (29)

Gunner (5)

Bossk (2)

4-LOM (1)

 

Slaver (29)

Greedo (1)

Fett (1)

Dengar (3)

 

Zuckass (28)

Mist Hunter/Tractor Beam (1)

 

Slaver 1 uses the Bossk Gunner treatment to take shots, while 4-LOM stops the enemy from modifying somewhat and ION isn't that bad for a slaver who is trying to sit still anyways.

Slaver 2 uses the dice mod from Dengar and on any hits deals them faceup from Greedo allowing Fett to activate.

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I'd switch Zuck for 4-LOM and put Zuck as crew. Gives you another tactical option and allows you to replace 4-LOM crew for Tactician. Suddenly, you have a stress mechanic going on.

 

Adaptability on 4-LOM, because why not? If you can find room, Wired would compliment Zuckuss and give you something for all the stress you're bound to pile up.

 

 

4-LOM (27)

  • Adaptability - Increase (0)
  • Zuckuss (1)

= 28 pts

 

Trandoshan Slaver (29)

  • Boba Fett (1)
  • Greedo (1)
  • Dengar (3)

= 34 pts

 

Trandoshan Slaver (29)

  • Tactician (2)
  • Bossk (2)
  • Gunner (5)

= 38 pts

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Very fluffy, I like it! I tried to do the same with all the Bounty Hunters but as you encountered it's impossible to include IG-88. 

One of my fave Bounty Hunter lists for just fun play is:
YV-666 (Bossk), VI, Fett, Glitters, EU, Tractor, Gonk, Gunner, Hounds Tooth (57)
JM5K - (Dengar), Adaptability,Proton Torps, Extra Munitions, Unhinged, K4-Sec., Guidance Chips. (43)
 

Just something fun to play, mixing a little U-Boat action with hard to kill Bossk. 

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I'm planning on trying this setup:

 

Bossk (35)

-Crackshot (1)

-Adv. Homing Missiles (3)

-Mangler Cannon (4)

-Guidance Chips (0)

-Boba Fett (1)

-Zuckuss (1)

-K4 Security Droid (3)

-Inertial Dampeners (1)

TOTAL: 50

 

Moralo Eval (34)

-Heavy Laser Cannon (7)

-Engine Upgrade (4)

-Dengar (3)

-4-LOM (1)

-Inertial Dampeners (1)

TOTAL: 49

 

Bossk gives Boba the best chance of going off. Gonna test out how often I can get Adv Homing Missile to work for Boba since that could be the best early game way to use Boba. As long as I get them in Range 2, with Crackshot, Zuckuss and a TL, a hit SHOULD go through for Boba. Other build has Engine on Bossk, no missiles, and Adaptability or VI on Bossk, if getting that Range 2 becomes too difficult to consistently acquire. I'm missing Greedo, but you could probably throw him on Moralo Eval for fun and forgo the initiative bid.

Edited by RStan

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Why doesn't Zuckass get to ride a party bus?

Have you seen him? Gotta imagine the smell isn't much better.

 

Very capable pilot, though. He hits like a...something that hits really hard in Star Wars. Anyway, I tried him at game night and his ability is so good for the points!

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I'd switch Zuck for 4-LOM and put Zuck as crew. Gives you another tactical option and allows you to replace 4-LOM crew for Tactician. Suddenly, you have a stress mechanic going on.

 

Adaptability on 4-LOM, because why not? If you can find room, Wired would compliment Zuckuss and give you something for all the stress you're bound to pile up.

 

 

4-LOM (27)

  • Adaptability - Increase (0)
  • Zuckuss (1)

= 28 pts

 

Trandoshan Slaver (29)

  • Boba Fett (1)
  • Greedo (1)
  • Dengar (3)

= 34 pts

 

Trandoshan Slaver (29)

  • Tactician (2)
  • Bossk (2)
  • Gunner (5)

= 38 pts

I'll definitely have to give this version a try.  Wish there was 1 more point to flip Zuckuss and 4-LOM back. But having extra control built in is nice.

 

Having Greedo / Fett / Dengar on 666 is quite nice.  Doesn't limit movement options.  Can double modify easily.  Simple and strong.

 

If you don't have two YV's, you could swap out the Bossk carrier for IG88.  Perhaps IG88C with autothrusters or IG88D with wired.  Not nearly as good but would be fun to fly three unique ships.

Edited by Rhoaran

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