I wanted something flexible, unique, and capable of dealing out the hurt. Just as importantly, I needed something which wasn't going to disintegrate after the first volley from the enemy. Within a few days of play-testing with my trusty wingman, Todd, as well as my kids, this is what I came up with:
When the Elite Pilot Talent Expertise first was spoiled, I didn't really think anything of it. Fast-forward to when I physically had the card in front of me, and right away I thought about the nightmare my opponents would face if Boba Fett was in range 1 of a target, gaining not only an extra attack die and one-plus re-rolls from his pilot ability, but then all of his focus results become hits (without Glitterstim!). For 4 points, I think it is an absolute bargain and allows the bounty hunter to either take evades as an action or use the engine upgrade to boost into a range 1 position.
Latts Razzi is a crew card I really enjoy and was selected for a few reasons. I knew I'd run into some Push the Limit-type aces at the event, but with the stress-generating Asajj flying with Boba, it would create an ideal situation to increase his survivability.
Finally, Burnout Slam is a great illicit choice to use when Boba Fett has made an attack run and needs to re-position; or if he's taken too much damage and needs to run away. In a few test games, making a 3-turn followed by another 3-turn was a great way to navigate through obstacles or set up another run at the enemy. I feel it is often overlooked, but I'll keep advocating its use on the Firespray.
As I played more with the squad, I soon realised it wasn't so much the lowered agility value which was the greatest value of the Shadow Caster title, but the re-positioning of the ship. This opened up points to make the current version of the ship.
Dengar is a solid crew upgrade for any ship, and while Ketsu Onyo is the go-to choice to keep the tractor beam tokens glued to the enemy ship, the re-rolls provided by Dengar when 'ace hunting' is critical to the success of the build. If a sneaky pilot manages to avoid the firing arcs, Feedback Array is the backup.
From the defensive point of view, Asajj relies on Counter Measures. This is fantastic for shaking off a target lock if someone is about to launch ordnance into the Lancer. Glitterstim also provides a boost offensively, but when it is combined with Counter Measures, Asajj will likely survive a sticky situation at least once.
I ran this squad at the local tournament today and ended up placing second with a 3-1 record. I'll be posting up a tournament report in the near future – you can subscribe on the right to stay informed of all future posts.