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Made in us
Longtime Dakkanaut






Wanted to double check some timing, specifically for Bossk but not with regards to his ability.

Edit: Top of page, so here's the build:

Bossk (35)
Calculation (1)
Heavy Laser Cannon (7)
K4 Security Droid (3)
Recon Specialist (3)



Looking at the build above, I noticed I was using two cards for four points:

1 - Calculation
3 - Recon Specialist

This ensured I had 2 focus tokens, 1 for Calculation to turn an Eyeball into a Crit and another to turn any remaining Eyeballs into Hits. The YV has an agility of 1, so Focus for defensive purposes isn't a supremely huge deal.

In that case though, why not swap to Marksmanship?

Saves me 1 point and frees up a crew slot. Am I correct in thinking the timing is:

1. Roll attack dice. IMMEDIATELY flip crits to hits.
2. Defender modifies my attack dice
3. Assuming I used Marksmanship for my action (why wouldn't I?), I can now flip 1 Eyeball to a Crit and the rest of my Eyeballs to Hits.
4. Defender rolls defense dice.
5. I (possibly) modify defense dice (there is nothing in this build that can)
6. Defender modifies his dice.
7. Assuming I successfully hit and my crit is still there: flip it for 2 damage. (i.e., Bossk's ability)

Pretty sure that's right. Is there any significant drawback I'm missing, especially WRT my previous Calculation/Recon Spec. build?

This message was edited 1 time. Last update was at 2015/12/08 16:25:59


 
   
Made in us
Loyal Necron Lychguard






South Dakota

I follow your logic and agree. Throw on Greedo with your first crew to turn that first damage card face up anyway.

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Drop Trooper with Demo Charge





Kalamazoo Michigan

I will have to try that build at some point, that can be a very nasty hit.

I always prefer taking EU with the K4 Security Droid because you can perform a green maneuver get a target lock then boost. That way you have a chance at getting a crit with the reroll (a low one) where otherwise you might not even be able to shoot your HLC or normal weapon. I don't think I've played a game without EU on bossk or latts...

Marksman ship pairs great with gunner and cluster missiles, but in general its not bad due to the 1 agility of the YV-666.

This message was edited 1 time. Last update was at 2015/12/08 17:53:04


Life before death, Strength before weakness, Journey before destination. 
   
Made in us
Longtime Dakkanaut






I always eye EU for large ships, especially the YV since it's dial is meh at best. Even with 180 firing arc, getting turned can be an issue.

But that build was for a list alongside Scum Fett, so I didn't really have spare points. Now I'm eyeing a build with a couple K-Fighters (more to try them out than anything else).

Edit: This is the list I'm currently eyeing:

Bossk (35)
Marksmanship (3)
Heavy Laser Cannon (7)
Outlaw Tech (2)
Greedo (1)
K4 Security Droid (3)
Inertial Dampeners (1)
Engine Upgrade (4)

Cartel Marauder (20)
Glitterstim (2)

Cartel Marauder (20)
Glitterstim (2)

Total: 100

View in Yet Another Squad Builder

Can easily drop Greedo for the 1pt. Initiative bid if I wanted.

This message was edited 1 time. Last update was at 2015/12/08 17:59:43


 
   
Made in gb
Battleship Captain




I always eye EU for large ships, especially the YV since it's dial is meh at best. Even with 180 firing arc, getting turned can be an issue.

I saw someone suggesting trying Daredevil, actually. It sounds random, but a combination of Daredevil, Engine Upgrade, Tactician and K4 Security Droid makes for a very slippery Trandoshan, able to pull off what's essentially a Talon Roll if he wants to and put broadside-on shots into his starting position....

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

A friend of mine has been having good luck with:
Bossk (35)
Marksmanship (3)
Gunner (5)
Mercenary Copilot (2)
Tactician (2)
Inertial Dampeners (1)
Total: 48

It has a little somthing at every range: free crit at range 3, stress at range 2, and a 4 dice attack at range 1. Marksmanship will flip eyeballs on both gunner shots. Inertial dampeners let you pull the handbrake twice in a row. Has enough points left over for four Black Sun Z-95s, or a couple of TLT boats.

This message was edited 1 time. Last update was at 2015/12/10 14:59:09


 
   
Made in us
Drop Trooper with Demo Charge





Kalamazoo Michigan

Due to Bossk's need of marksmanship, I like to use gunner instead of HLC. Also with K4 Security Droid, he gets free target locks so a missile would be easy to use thats why by far my favorite bossk build is:

Bossk 35pt
- Engine Upgrade 4pt
- Gunner 5pts
- K4 Security Droid 3pt
- Tactician 2pt
- Marksmanship 3pt
- Cluster Misiles 4pt
Total: 56 pts

It hard to get around that 180 arc and when at range 2 there's at least one stress token, up to 3 when using cluster missiles (2nd cluster missiles hit misses so gunner is used). The cluster missiles in this list can be a ace crippler or do heavy damage since you also have marksmanship but you gota get range 2 in the primary arc. I've put 3 stresses along with 1-3 damage onto aces before with this build and one time I rolled 7 damage against a falcon using the cluster missiles (best you can get is 8).

That is probably the only over 50 point build I'd run for a YV-666, I try not to due to their poor defense.

I personally don't like HLC on bossk, the potential damage is amazing but your reliance on reroll or focuses to get crits kind of limits you, and you get no other advantages with the auxiliary arcs... HLC is great at range 3, my list i think is better at range 2 and range 1. What i see most is people trying to get into range 2 of the yv-666 so they can get past that 180 arc, because you cant get behind the yv-666 at distance since it has decent short range movement.

whoops looks like i pretty much posted this same build on last page! well damn I just have so much fun with it, only down side bossk is always the first to go... lol

This message was edited 2 times. Last update was at 2015/12/10 16:51:39


Life before death, Strength before weakness, Journey before destination. 
   
Made in gb
Battleship Captain




Yeah. The Heavy Laser Cannon is nice but best used on Moralo Eval rather than Bossk himself. That plus some supporting crew makes for a simple but lethal gun platform.

Bossk is best used with marksmanship/calculation as an up-close knife fighter, I think. Yes, Mangler Cannons and Mercenary Copilots give you those criticals, but the problem is that Bossk's ability doesn't trigger off criticals but off uncancelled criticals - you need enough damage to punch through defence rolls, which you can do most easily at range 1-2....especially range 1.


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Longtime Dakkanaut






locarno24 wrote:
Yeah. The Heavy Laser Cannon is nice but best used on Moralo Eval rather than Bossk himself. That plus some supporting crew makes for a simple but lethal gun platform.

Bossk is best used with marksmanship/calculation as an up-close knife fighter, I think. Yes, Mangler Cannons and Mercenary Copilots give you those criticals, but the problem is that Bossk's ability doesn't trigger off criticals but off uncancelled criticals - you need enough damage to punch through defence rolls, which you can do most easily at range 1-2....especially range 1.



Unless you give him the HLC, in which case it's 4 red dice at any range...
   
 
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