I always seek list-building inspiration from the FFG forums and reddit and often I end up trying other peoples' lists rather than my own creations. X-wing is a relatively 'small' game with limited viable combinations, so eventually, you will end up 'copying' someone else's squad. This one is no different, as 'SgtSmithy' from the FFG forums had posted some success with a very similar list (he didn't take an Engine Upgrade on Bossk, or Glitterstim on Kath).
After a few games with this squad, I was simply hooked. There weren't many lists which seemed unbeatable with it.
Kath Scarlet has always been one of my favourites (like any pilot in a Firespray-31) and having 4 attack dice from the rear arc ensures the only good places for an enemy ship to be is next to her, which is of course where squadmate Bossk is aiming his weapons.
The more I used it, however, I discovered that having a stress token (and maybe a second from Glitterstim) was forgivable since I'd have a target lock (thank you K4) and a combination of focus/evade, focus/boost, or boost/evade. If I knew I'd be popping Glitterstim, I'd go for the evade token to really ramp up her defense.
Having the extra action would allow me to move into a solid firing position out of the rear arc more often with a target lock, which resulted in highly accurate fire. If I was lucky enough to stay in range 1 of an enemy ship and they fell into the rear sights, they were greeted with a 5-dice wake up call.
If I'd made an error and was entering a particularly vulnerable area where the enemy could concentrate fire onto Kath, it would be the ideal time to pop the Glitterstim.
She would often be deployed close to Bossk and at times I would move 1-2 straight for the first move, and then perform a K-turn, forcing a few turns of rear-arc fire on targets Bossk had crippled beforehand.
I did also swap K4 Security Droid for Dengar, but the problems I ran into were chasing down generic pilots and needing more than a single die re-rolled.
Veteran Instincts pushes him to pilot skill 9 ensuring he'd get to shoot before most of my opponents. But another important factor not to overlook is the use of inertial dampeners combined with this pilot skill. If the enemy squad got into a position where the selected manoeuvre would bump the enemy ship, denying me an action, and/or if I could gain an extra red dice thanks to staying at range 1, then it was a great 1-point investment. Of course, combined with the YV-666's 0-speed manoeuvre used two turns in a row, this could really cause some chaos for opponents.
The combat phases were incredibly brutal with Bossk. His pilot ability is made for the Mangler Cannon and with Dengar on board, it meant a lot of hits. Guaranteeing a critical hit meant that Bossk was basically sporting a heavy laser cannon.
If that wasn't nasty enough, having Zuckuss and 4-LOM on board just made a bad situation (for opponents) worse. If an opponent has tokens to spare, the ability to freeze one and prevent its use often means the difference between survival and destruction. Secondly, when combined with Zuckuss, opponents would be hard pressed to dodge all, if any of the incoming fire.
This potent combination is probably the hardest counter to the TIE/x7 title. Freezing the evade token and having the opponent re-roll any evade results is a nasty combination, and my record currently stands at having 15 stress tokens for Bossk in a single game against TIE Defenders.
It is a squad that I want to get to play more of because I still feel there is a little more I can learn with it. Not so much the mechanics, but just sharper deployment and manoeuvres with the two heavy hitters in unison.
Do you have a favourite Bossk/Kath build?
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