Showing posts with label Bossk. Show all posts
Showing posts with label Bossk. Show all posts

Monday, 14 March 2016

EPISODE SIX Part2 - CLOSE CALL

Hi everyone. This week Bossk and the Y-Wing bro's got themselves into a few tricky spots. Here's a reminder of what i was flying.



GAME ONE.
In game one, my fleet came across a company of the most elite TIE fighters the Empire could rally.
Howlrunner, Mauler Mithel, Omega Leader, Zeta Leader and a member of black squadron all carrying the deadly crack shot. Bossk drifted forwards trying not to let the TIE's get behind him while the Y-wings moved ahead to block their movements. With an incredible first exchange (and my opponents seven blank evade dice) my force managed to destroy Winged Gundark. The TIE moved forwards and K-turned to shoot the Y-wings while Zeta Leader took a flanking position. one of my y-wings goes down, but Bossk and the other manage to take out Omega Leader. After Taking critical damage, the Remaining y-wing began to run away, hoping Bossk could pick off any pursuers. Bossk manages to take down the black squadron pilot and howl runner before Zeta Leader manages to kill the second Y-wing. It was looking good. I had Bossk with 1 shield and all of its
hull and my opponent only had Zeta leader, who was one hull away from death. Sadly the Yv-666 cannot turn around regardless of how hard it tries. With Zeta Leader being able to stay close behind Bossk and even out predict him putting on the breaks eventually Bossk went down. The Empire wins. With one TIE. On one hull.





GAME TWO.
In game two Bossk came up against something he was very familiar with. A wookie. Chewbacca
aboard the millennium falcon, and accompanied by Leebo aboard the Outrider. My fleet didn't take long picking out Leebo as their primary target. Luckily chewy managed to park the falcon on an asteroid for the first exchange leaving my squad free fire on leebo with little retaliation. Thanks to Bossk's ability four shields and one hull off of the outrider. Next my Y-wings positioned themselves. The first swing in front of Bossk and blocked Leebo. The second blocked off Chewebacca. The falcon blasted into the side of the Yv and Leebo tried to do the same. But it was too late for Leebo. The scums combined fire blew him out of the sky and we even had a ship let to take a shot at the falcon. Next began the game of cat and mouse. The falcon barely managed to get around Bossk and began to fire in his blind spot while out of range of the Y-wings. My squad decided to
regroup. The falcon took the long way around giving me time to get back into formation. Eventually we managed to pin the falcon into a corner. Just as we had him in our sights, chewy managed to take down Bossk with a lucky roll. But the retribution of my Y-wings was swift and the rebels were no more. Victory to the Scum.





GAME THREE.
In game three the falcon returned. This time with Han solo in the driving seat. Along side solo flew a pair of B-wings. Bossk's squad set up in the corner planning to gun it for those B-wings before we had to deal with the falcon. It worked great. The B-wings headed straight for my trap while the falcon took the long way around. Both sides took damage with the b-wing focused on Bossk my Y-wings agromechs made sure the rebels weren't going to be around for long. Everything was going well, but Bossk was facing down an asteroid and I really didn't want those B-wings getting behind him. The Y-wings took the initiative, each in turn placing itself directly in front of Bossk's flight path. Thanks to the Y-wings clever moves Bossk got two more turns of shooting in before he had to deal with the asteroid. We dealt with both of the B-wings. But Bossk had taken some serious damage and now the falcon was right at our flank. the y-wings moved to block Solo's advance,
but even without its ability's the falcon managed to finish off Bossk. Next began the eternal dogfight. The falcon getting into range 3 of my Y-wings while they tried to get into position to chase it down. Once in position, the y-wings shots were hitting hard, but C-3PO and Lando were making sure the falcon didn't take much damage. One Y-wing got dropped to a single hull and we decided to make a break for it. We evaded the falcon long enough for time to be called and the Hired Guns escaped. We tallied up the points. The Rebels win....BY 1 POINT! ....stupid tactical jammer.




THE REVIEW
In the end. i came up against three very different lists and had three very close games. Although Bossk died every game he did manage to deal a lot of damage before he fell. Bossk's ability came in handy alot against the low health TIE fighters as well as Leebo and Chewy who are both all about avoiding Critical effects anyway. The Y-wings were amazing. A lot more maneuverable than i thought and with very reliable attacks thanks to the Agromechs the Hired guns really stole the show for me. I'm glad to see that Twin Laser Turrets really aren't the only option. The list worked very well in general, but i would make a few small changes to Bossk. hear's  what would change about Bossk in this particular list are the following:

Tactical Jammer - though great in concept, the jammer never came into use and actually caused me to lose the last game by one point. It was mostly on the Yv because I had a single point left over. Perhaps maneuvering fins would be a slightly more useful alternative.

Marksmanship - Tho Marksmanship is amazing on Bossk, in this list I found myself using the Y-wings to alter Bossks movement quite often. Because of this i think Marksmanship was only used two or three times throughout the event. Instead, I would suggest predator. That way Bossk can bump to his heart's content and still have some more reliable attack.

Feedback Array - Now you have some points spare from swapping out Marksmanship and loosing the Tactical Jammer, you can give Bossk a feedback array. This is just insurance really. If like in my first game, you end up against a single enemy who you just can't get in your sights, feedback array will allow you to sacrifice a single hull to damage something you otherwise would have no options against. In future, I think the feedback array is going to be an automatic choice on my Bossk builds.



Well thats all folks. The Y-Wings have really peaked my interest, and Kavil has always been one of my favorate scum pilots, so i might explore the y-wing a little more next week. As usual my commissions page is in the sidebar. if your interested in any commissions let me know. Thanks for reading and until next time

Good bye and Fly Casual.












Tuesday, 8 March 2016

EPISODE SIX - LIKE A BOSSK

Hi everyone this week we fly one of the most feared bounty hunters in the galaxy. He's mean, he's green, and i hear he has a lovely wookie fur bath robe... ITS BOSSK. Here's what i'm flying.




Hire Gun Y-Wings
Y-Wings in Scum and Villainy seem to be almost solely used to carry around Twin Laser Turrets. An with the Unhinged Astromech making them very maneuverable, you can see why. However, in his list the Y-wings are going to be protecting Bossk's flanks. Because of this the Twin Laser Turret and Unhinged Astro combination would have been useless if the enemy got into range one of the somewhat predictable Yv-666. Instead, i took a look at an astromech iv never used before. The R4 Agromech.
This little guy synergies very well with the blaster turrets.  The y-wings move, Focus. Spend that Focus to fire the blaster turret and the Agromech gives you a target lock for your shots. It's a nice combination and gives each Y-Wing a 360 turret that is throwing out 3 attack dice with a target lock every turn. The weakness of this is if the Y-wings cannot preform their actions, then both the turret and the Astromech are useless so i will have to make sure not to bump into Bossk and focus fire on enemies that can dish out Stress tokens.




Bossk
Big bad Bossk in his Yv-666 is something to behold. As the only Yv pilot who can take an elite pilot talent Bossk can have a lot of very different builds. Making a static "space gun" build like i did with Moralo is viable for Bossk using a mangler cannon and Mercenary co pilot to get those crits in at range 3.

I prefer a more maneuverable build. Focusing on the Mangler Cannon and Marksmanship to get those crits in. Gunner also has nice synergy with Marskmanship as the ability is still making all focus results into crits or hits on the second attack. Though i don't have the points to make a fully optimized Bossk in this list the combination of Marksmanship, Gunner, Mangler Cannon and Bossk's pilot ability should push through some solid damage at any range. With wave 8 on the near horizon, let's take a look at what i would consider the fully optimized build for Bossk.

Bossk in Wave 8
The main thing i'm looking forward to in wave 8 is the crew cards, both Boba Fett and 4-Lom make an appearance on board Bossk's ship in this build. My wave 8 build still focuses on the basic Mangler, Marksmanship Gunner. but has a few extras. Most notable is the Cluster Missiles.
This combination works similar to the build I used on N'dru in last weeks list. With Marksmanship all of your eye results becomes hits and the first becomes a crit. with guidance chips your first blank becomes a crit. After your damage is dealt 4-Lom lets you take one ion token (wich your large ship isn't too bothered about) to select one of your targets focus or evade tokens and make it unusable. This should cause some reliable damage. Then when the crits go through, you can use either Bossk's ability to make them multiple hits or use Boba Fett to eliminate one of your opponents upgrades. this build for Bossk comes in at a pretty expensive 53 points. Not bad for such a bulky ship with incredible firepower. If you think this is a little pricey you could always swap out 4-Lom for "Gonk" and stack some shields up before you begin to blast away.






SYNERGY
In this list Bossk will take centre stage with a Y-Wing on each side. Bossk uses Marksmanship each turn while the Y-wings focus on using their blaster turrets. Bossk's Yv-666 is surprisingly maneuverable, but struggles with turning around so set up towards a corner and swing yourself around the table in a big circle, remembering Bossk still has that 180 firing ark even if he can't use his mangler with it. The Y-wings will cover Bossk if an enemy gets behind him. And Bossk can cover both Y-wings shooting sideways as well as protecting them with his tactical jammer. This list is slow and sum what predictable, but with reliable attacks for every ship and 28 total hull it will be on the table long enough to cause some solid damage.



My opponent's lists really surprised me last week and it will be interesting to see what Bossk comes against. I have my wave 8 all pre ordered and it's only a matter of time now until i have my hands on those delicious scum goodies. If you're interested in having any x-wing miniatures painted my commissions page is in the sidebar. I can paint anything from single ships to entire squadrons and my page has a large gallery of x-wing miniatures so please take a look. Thanks for reading. Until next time.

Goodbye and Fly Casual