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boshek artical by Paul H

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My takeaway from that article:

  • BoShek can affect friendly ships too
  • If you select a red maneuver after being Bo'd, you can still perform it as normal, but just take the extra stress for it. This becomes a way to still pull a red, even when stressed which–like everything else in the game–is situational, but amazing if you can pull it off at the right time.

Yeah I thought that was odd, since you can't perform a red maneuver while stressed, so I would think you couldn't chose it or would reveal and take the 2 white.

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The dials involving the flip around moves are not standard.

 

For instance, the Striker has its 2k and 2sloops next to each other (2k in the middle)

The TIE/FO on the other hand has its 2sloops on opposite ends of the 2speeds.

 

Making a Striker change its 2-flip around (any of them) may not really do anything, but making a TIE/FO change it would not only put them in an odd spot but facing the wrong way.

 

Not sure when they changed the layout but i know the JM5K has its 2sloops next to each other. It might just be the original few with sloops that had them apart.

There are areas where BoShek can change the game, though.

 

If I'm fighting BoShek, I'm going to be terrified whenever I end my turn angled towards an edge. Normally a hard turn will get me out of that. But if my opponent bumps me with BoShek, there's a chance that my options will be to either bank, or do a hard turn the opposite way. Either of those would have a good chance of flying me off the edge.

 

I really, really dig this card.

Edited by PhantomFO

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i imagine the red move while stressed is there for friendly effects. It kinda makes no sense to allow an opponent to doublestress to get a kturn on you, but if that option wasnt there and the wording was the same it would still affect friendly ships, but very very rarely actually have a viable use to do that (still lets you slightly change your dial before you reveal it but odds are you wouldnt want those, you'd want a bump in speed or cut in speed).

 

Something i just thought of: BoShek could easily remove some of the clunky ships from the meta (YV666 or Lambda specifically) because they usually have a very specific and planned out flight path to not hit a rock and not fly off. A SINGLE intervention with BoShek could send them crashing into multiple rocks or off the board easily.

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The mind games escalate when you include Inertial Dampeners and Lightning Reflexes. Sure, BoShek can choose a different maneuver for you, but you may just stay put, or you may flip a 180 and get a firing arc on that ship anyway. Sounds fun!

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A SINGLE intervention with BoShek could send them crashing into multiple rocks or off the board easily.

 

 

For God's sake, man, wasn't the Firespray dead already! Stop beating it! :P

 

In other ways, it could be fun to get an Albino Space Cow turned around faster than normal.

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My takeaway from that article:

  1. BoShek can affect friendly ships too
  2. If you select a red maneuver after being Bo'd, you can still perform it as normal, but just take the extra stress for it. This becomes a way to still pull a red, even when stressed which–like everything else in the game–is situational, but amazing if you can pull it off at the right time.

 

 

#1 was my main takeaway too, hadn't realized that.

 

I hope people don't start castling YV's/Shuttles/U-Wings in the corner of the board with a Boshek Quad/Bomber/HWK/etc. nerf-herding an endless string of 0 maneuvers...

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Ehhh....i doubt we'll see an endless Stop strat.

 

Lambda: Literally only used with PalpAces/Defenders, if you have a ship dedicated to keeping him still you have 1 ace/defender and probably a TIE Shuttle or generic Phantom, which is not going to do much outside keep the palpmobile still.

Uwing: Hera crew would be a far, far better option for this as you'd be spending a MINIMUM of 16pts (Zeb w/ TIE Fighter title) for the same effect a 1pt crew does and rebels have little options for that crew slot if theyre stress stacking. Not to mention the Uwing is fragile enough to go up pretty quick and deadly enough to justify focusing it (thats the reason i havnt done any fort strats with it, it goes up too fast).

UPS: Same as the Lambda. With the TIE Shuttle hugging its butt price factored in its going to break at LEAST 50pts and probably not do much as Imps dont like stress stacking.

 

YV666 is the only one i could see doing this on, since Partybus stress stacks as it is. But can they squeeze a BoShek ship in there without severely hampering their offense because now they dont have a decked out Dengar as a 2nd ship? Probably not.

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Ehhh....i doubt we'll see an endless Stop strat.

 

Lambda: Literally only used with PalpAces/Defenders, if you have a ship dedicated to keeping him still you have 1 ace/defender and probably a TIE Shuttle or generic Phantom, which is not going to do much outside keep the palpmobile still.

Uwing: Hera crew would be a far, far better option for this as you'd be spending a MINIMUM of 16pts (Zeb w/ TIE Fighter title) for the same effect a 1pt crew does and rebels have little options for that crew slot if theyre stress stacking. Not to mention the Uwing is fragile enough to go up pretty quick and deadly enough to justify focusing it (thats the reason i havnt done any fort strats with it, it goes up too fast).

UPS: Same as the Lambda. With the TIE Shuttle hugging its butt price factored in its going to break at LEAST 50pts and probably not do much as Imps dont like stress stacking.

 

YV666 is the only one i could see doing this on, since Partybus stress stacks as it is. But can they squeeze a BoShek ship in there without severely hampering their offense because now they dont have a decked out Dengar as a 2nd ship? Probably not.

Here's the best I could come up with using Scum:

 

Bossk (35)
Veteran Instincts (1)
Gunner (5)
Zuckuss (1)
Hotshot Co-pilot (4)
Glitterstim (2)
 
Moralo Eval (34)
Heavy Laser Cannon (7)
BoShek (2)
Operations Specialist (3)
Dengar (3)
Glitterstim (2)
 
Total: 99
 
Set up in a corner, with Bossk angled in and Moralo aimed straight at the other side. First turn, Moralo stops while Bossk does a 1-straight. Second turn, Moralo does a green to bump, and uses BoShek to force Bossk to hard stop. They can remain this way indefinitely, with Bossk guarding Moralo's HLC dead zone.
 
Bossk gets two Zuckussed shots that force the target to spend focus tokens at PS9, and a miss allows him to feed Focus tokens to Moralo for his HLC shots.

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Ehhh....i doubt we'll see an endless Stop strat.

Lambda: Literally only used with PalpAces/Defenders, if you have a ship dedicated to keeping him still you have 1 ace/defender and probably a TIE Shuttle or generic Phantom, which is not going to do much outside keep the palpmobile still.

Uwing: Hera crew would be a far, far better option for this as you'd be spending a MINIMUM of 16pts (Zeb w/ TIE Fighter title) for the same effect a 1pt crew does and rebels have little options for that crew slot if theyre stress stacking. Not to mention the Uwing is fragile enough to go up pretty quick and deadly enough to justify focusing it (thats the reason i havnt done any fort strats with it, it goes up too fast).

UPS: Same as the Lambda. With the TIE Shuttle hugging its butt price factored in its going to break at LEAST 50pts and probably not do much as Imps dont like stress stacking.

YV666 is the only one i could see doing this on, since Partybus stress stacks as it is. But can they squeeze a BoShek ship in there without severely hampering their offense because now they dont have a decked out Dengar as a 2nd ship? Probably not.

Double party bus

Boss with vi mangler Counter measures zuccus Dengar and outlaw tech

Morelo with mangler, boshek, k4, 4lom counter measures and glitter stim

Sit them both in a corner, Morelo bumping into bossk, getting a tl with k4, boss sits with zero stop and gets focus and Dengar and zuckus, no hamper on offense and everything will always be in arc

Edited by Oberron

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Interesting he makes little mention of forcing people onto obstacles and into further bumps.  Or even off the table.

As your opponent gets to choose the new maneuver, these things aren't especially likely. Not saying they can't happen (especially the obstacle/bump), but that's not why you're bringing BoShek.

 

 

Not quite.

 

They have to pick an adjacent maneuver.  So if you know the dial, and you know the options, you could force them into bad choices.  I don't think "off the board" is terribly likely, but into an obstacle or bump should be pretty easy if you are in a congested part of the board.

 

know the dial?

Theres a difference between knowing what moves they have and how they are laid out. I probably know 2 dials that well, the rest i know what they have but im still rotating the dial trying to find the maneuver every time.

 

 

If you know what moves the dial has, you should know what the adjacent moves are pretty well. All dials are laid out the same way: each speed is grouped together, in order (as they exist): tallon-left, segnor-left, hard-left, bank-left, straight, bank-right, hard-right, segnor-right, tallon-right, koiogran, then the next speed up to the right and the next speed down to the left. (Okay, I'm fudging a bit on the s-loops and t-rolls, since no ship has both at this time; I figure this is close enough for right now).

 

Actually, this is incorrect. There was a change in how segnors (I think it was segnors) were positioned, and at least one ship has the left and right next to each other.

 

EDIT: Found it -- the Jumpmaster has the left and right segnor loops next to each other. Dunno if that's the same anywhere else, though.

 

EDIT EDIT: Looks like IG 2000 is the same as the Jumpaster -- I think the Jump is the last one with that setup, though.

 

 

Ah, drat, that's what I get for writing that out from memory! :D

 

Still, most of the maneuvers follow that pattern. If you've already memorized the moves on the dial, you pretty much know what the adjacent maneuvers are.

 

Of course, for me, this is all a moot point, because I don't even know the maneuvers on my own ships...

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We did a similar action for a single round in a league, where you could change your opponents dial (but could not fly them off the board nor set up so they would fly off the next turn).

It resulted in a very negative play experience.  We will not be doing it again.

 

So this card concerns me.  At least it has two conditions, but this takes decisions away from players and constricts them.  Will have to wait and see but not looking as an improvement to the game..

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7 hours ago, Jadotch said:

Could be downright deadly in Epic! Bump a huge ship.

ewww...thats brutal....

Granted unless you were hugging its butt odds are it would fly right over you and make you go squish but i'd be surprised if he didnt take his own stuff out in the process.

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20 minutes ago, rilesman said:

We did a similar action for a single round in a league, where you could change your opponents dial (but could not fly them off the board nor set up so they would fly off the next turn).

It resulted in a very negative play experience.  We will not be doing it again.

 

So this card concerns me.  At least it has two conditions, but this takes decisions away from players and constricts them.  Will have to wait and see but not looking as an improvement to the game..

The fact that it's only adjacent manuevers is a good limiting factor. That makes the card both powerful (you'll need to be careful not to fly in such a way that he could mess you up next turn) and interesting (as Paul notes, it creates an added Princess Bride moment where you have to decide whether if your opponent is more likely to use BoShek, or to merely make you think they'll use BoShek).

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On 23/01/2017 at 5:37 PM, Zura said:

". Even though he comes in the Quadjumper Expansion Pack, I’m not sure I’d put him on a quadjumper. " - Paul Heaver

 

That does say a lot about ffg distribution system xD

 

Although I normally feel the same (some of the things FFG does with upgrade distribution are a simple money grab), in this case I don't think they have much choice. The Worlds winner gets to design a card, which usually gets released about 3 waves later due to design cycle. FFG has about 3 choices how to go about it:

1. What they currently do, release the card even if there's no ship in the released wave that really fits with the card.

 

2. Delay the card until a fitting ship os released

 

3. Restrict the design space for the Worlds winner to cards that fit with the upcoming wave.

 

IMO, option 1 makes the most sense by far.

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