|It'll take out the trash! When it gets there... some day. Maybe.|
|Some genius thought "why not make a ship that looks like a boomerang glued to the underside of a cargo barge?"|
The YV-666 is a confounding squadron. It has some astoundingly good upsides and some cripplingly bad downsides. Let's cover those separately:
- 7 hull for 15 points is pretty great, especially for the Empire. This is not a squadron that can be casually swatted down.
- 2 blue and 2 black anti-squadron is pretty potent - as good as a TIE Defender on a 1 point cheaper Rogue chassis. You'll do on average 2.5 damage to enemy squadrons, which is pretty good when you're sticking around a while due to 7 hull.
- Grit allows you to not get tied down messing with full-health sacrificial mooks and you can even do the occasional trick of moving away from a single Escort to attack squadrons your opponent would rather you didn't.
- Speed 2 is extraordinarily slow, especially for a squadron that wants to be acting as a fighter.
- Heavy doesn't help there either, as the squadrons you want to chase after aren't under any obligation to stick around engaged with you if they'd rather go elsewhere.
- One blue dice anti-ship is very bad on an expensive 15-point squadron. You're just as bad against ships as an 8-point TIE Fighter, although more durable at least. Still, a 50% chance of 1 damage is poor.
|"HOW DARE YOU CUT ME OFF, I'LL FEAST ON YOUR EYES!"|
Bossk is a substantial upgrade on the YV-666 for +8 points, a 53% increase, making him one of the most expensive squadrons in the game. For those points, Bossk gains:
- 2 anti-squadron blue dice converted to black dice (for 4 black dice total), which improves his average damage from 2.5 to 3 but means you'll never roll an accuracy result (unless using that special ability).
- +1 black dice against ships (but no Bomber keyword), bringing his average damage against ships up from 0.5 to 1.25.
- +1 speed, going from 2 to 3. This is a pretty substantial speed upgrade given how short the distance 2 segment is on the range ruler.
- Gains one brace defense token. With only one defense token it should be noted that against squadrons with numerous blue dice, Bossk won't often get much use from his brace. When you can leverage it against other squadrons, though, it can extend his 7-hull lifespan pretty considerably.
- Loses Heavy, allowing him to actually tie down engaged enemy squadrons, unlike generic YV-666s.
- Bossk's unique ability. It should be noted that Bossk can set the blue die to an accuracy when attacking either ships or squadrons, although it's generally most useful at augmenting Bossk's potent anti-squadron attacks used against ace squadrons, particularly scatter aces, who will be left only able to brace Bossk's 3 average damage down to 2 when their scatter is locked down. Bossk also loves picking on one-defense-token aces (such as his own evil clone, IG-88, or Hera, etc.) or those who have spent down to only one remaining token, as he can guarantee the lock-down, trashing them just like a generic squadron.
You can also trigger Bossk's ability through Ruthless Strategists should you have them in your fleet, but I find the Zertik combination is much easier and has more synergy.
|Like a Bossk!|
Don't forget to take advantage of Bossk's Grit to jump away from engagement with only a single squadron (either before or after attacking - it's fun to destroy one squadron so there's only one left engaging you and then use Grit to move away) to go after more choice targets and/or heal on the space station if it's nearby (just don't go back up to 7 unless there's a good reason).
In short, I recommend Bossk. He hits like a ton of bricks and he's very low-maintenance. He's good at going after ace squadrons but will happily munch any fighters left near him and he's not bad against ships either (although expensive). On a final note, Bossk is good Mauler Mithel insurance. If you keep Bossk towards the front of your squadron group, Mauler will hop in, deal everyone (including Bossk) 1 damage, and then Bossk will Rogue activate in the Squadron Phase and go after Mauler with a guaranteed accuracy. That's not great if you're Mauler Mithel, usually leaving him one hull from death which another squadron should be able to do for you.
|Rally round tha tokens, pocket full of shells.|
For +7 points (a 47% increase, yikes) over a YV-666,
- +1 speed.
- A brace token.
- Another blue die against ships
- A potentially insane special ability.
All that said, the issue I've had with Tom is if you really want to break his ability, you need to build a good chunk of your fleet around it. You need a trio of Strategic-friendly objectives, a bid for second player, multiple Lambda shuttles, and probably an Escort squadron or two. It's a lot of points put into making a single 7-hull one-brace-token ace get to Rage Against the Machine a lot. And if/when Tom Morello is finally killed (and given you're second player, first player will have a chance at the top of each round to do just that before Tom gets a say about it), you've got a lot invested into a support apparatus for one model that doesn't exist any more. If you get outbid and your opponent gives you first player without a Strategic objective on their end to choose from, you're also in for a heap of trouble when Tom doesn't have the energy to get off the couch.
My own personal preference is to field 2-3 Lambdas, Tom, and then whatever else I was interested in plus the moderate bid for second and the Strategic objectives. It doesn't get Tom to go quite as nuts but it's less investment in the Rage Against the Machine high-risk high-reward basket and still does just fine.