Bounty Hunt (Y+R Villain) / EN

This time, I will have a look on deck with which I have some personal experience from few tournaments and dozens of games (either live or through TableTop Simulator). It is a variation of deck built around the Bounty Hunter Jango Fett. Despite the fact that probably most played variant was Jango / Veers, I do not think, that it was the optimal one. The decklist is accessible externally on swdestiny database:

Starwarsdestiny Database link

and now regarding the deck itself.

CHARACTERS:

First choice is pretty clear, elite Jango Fett. Jango is most probably the strongest character in game now thanks to his ability to roll and resolve without interferences of your opponent plus he has a decent die and point value. Despite the illusion, that his die is not so strong, it is not true. Key point of his die represents a fact, that none of his die sides are paid (which is valid also for his melee side, which unfortunately does not have much synergies currently). His only weakness is only 10 hit points, not much, especially when rogue villain faction does not offers too many shields or heal.

Jango’s price of 16 points opens you either elite General Veers, who was used pretty often. Issue with such a deck is in extremly low health pool and also absence of third character highly reduces your flexibility. When you spend 14 points on two Stormtroopers instead, you receive not only 5 hit points more, but also cards like Tactical Mastery, Cannon Fodder and The Best Defense, which give you much more reliability in use. The major advantage of two Stormtroopers is however different. You distribute your actions. A lot of equipment in game have modified dice (especially Jetpack and F11-D), which means, that if you roll them on Jango, you desperately want to have already some black base damage in game at that time. Sure, Jango has by himself 2 dice with 2 base ranged sides each, however, they still do not have to be rolled and it is nothing worse than look at your +3 and +2 unresolved lying on table to be mitigated. Stromtrooper has 3 base ranged damage sides on his die, which exactly helps to solve this issue and to top of that, because you roll them one by one, you have much more to do in case, your opponent is trying to out-pass / mundane action you to force you to throw with Jango as your regular action. Stromtrooper is just a wonderful character and despite the fact he has a lot osf issues, he costs just 7 points.

UPGRADES AND SUPPORTS:

Lets admit openly, that there is not much to think about. You just need as many dice with ranged damage as possible, which fortunately, is what the command faction can do very well.

The basics first – a pair of Holdout Blasters and DH-17 is a must. Both of them are almost identical, one is just one resource cheaper, does not have resource side and Redeploy. Fact is, that despite the DH-17 is awsome weapon for the beginning of the game, you want to have your Redeploys on Jango in mid game, as he will die first. Therefor, you also add F11-D, the best blaster in game in my opinion, because it really has 4 damage sides. Despite a lot of people are hyped about Jetpack, F11-D is the best upgrade you have in deck.

As I already mentioned, a pair of Jetpacks is also in your deck. Jetpack is of course very good card, +3 ranged can cause a huge hit, but it has only two ranged sides and both of them are modified. Also his special is only good against melee opponents and instead of resource, it has disrupt, which is not good at all. Also it does not have Redeploy, so it can get wasted. Second rogue upgrade is On the Hunt. Now this card, is a beast. It can get rid of the shields, it is also die removal for 1 resource (great!), and it costs you only 1 resource. Cheap dice are always welcomed. You also have a lot of upgrade slots in three characters deck, so I really do not understand why anyone does not play this, when he could. Last rogue upgrade is Hunker Down. You will not use it on Jango unless it is played in first round, as you need to equip him with three dice as soon as possible. But Hunker Down works great for Troopers. Opponent has to either waste one of his melee die on them or your trooper becomes effectively 10+HP. Also you can use the shields on them for The Best Defense or Cannon Fodder.

There is only one support in game you should use, however it is the best one – Backup Muscle. It is just so good, that this card turns a lot of games into win.

One card slot is free, there I switch between three cards, experimenting with them. First is the Infantry Grenade. His special is relatively weak, however this is currently your only option how to get some more base damage into the deck. Second option is Thermal Detonator, which can be great if your meta is full of three or four characters decks, otherwise it is a discard to reroll card. Last option, which I like the most, is Commanding Presence. Its only issue is its cost of 3 resources, otherwise this upgrade is great. It often forces your opponent to kill the Commanding Trooper, which saves your Jango for another 7 HP. Special on its die is great, it usually works as another weapon, plus focus sides are always great when you have Jetpacks in the deck. If you can get it to game, it will be almost certainly fun, plus do not forget on its die removal option.

EVENTS:

And now the final chapter. You have quite a lot of flexibility in event choices. First you need die removal. He Does not Like You is the best single die removal in game and with Jango you will almost always have some die to remove. Electroshock is also evergreen for die removal. With two Troopers on your side, you can afford also Cannon Fodder and The Best Defense, the latter is significantly better, however first is for free, which is important. You can use defensively also Unpredictable, plus sometimes offensively, when your Jango roll went wrong. Tactical Mastery offers you Jango´s ability to not be interrupted in your planning of activations or reroll. Fight Dirty is not the strongest option in this setup, however you still need to fight with situations when you roll badly and this offers you good solution to turn your bad roll into a kill. Last damage ace is Armed to the Teeth. Sure, you have to draw this in good time, but when you do, it is great. Last card is Dug In, which is strong defensive card in fast deck like this. The final setup of events is upto you, but these cards are staples in my opinion.

BATTLEGROUND:

I play Separatist Base, but your choice can be different (Frozen Waste, Rebel War Room), but Mustafar is aggressive option, which sometimes forces your opponent play first even when he wins the roll. Because, if you just do not have the Dug In in you hand, you usually want to go second to get two shields (this is highly situational, but basically two shields on Jango is very strong option). In case when Separatist Base is on table, it is very often worthy to claim it even when you do not activated/resolved second Trooper.

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FINAL THOUGHTS:

Jango is just brutal. The basic strategy is to get three ranged damage upgrades on him as fast as possible and roll. I always prefer the ones with Redeploy (one Jetpack can be an option against melee). Your chance to successfully resolve your dice are higher when you roll your Troopers first, therefore it is sometimes viable option to wait with Jango activation on opponent´s second character, when the odds are better for you. The selection of all events is suited to your goal – keep Jango alive as long as possible or to even more increase the damage that your opponent can not mitigate (Tactical Mastery, Fight Dirty).

The deck is consistent in damage output, it defnitely can win tournaments. To top of that, it offers you a handful of options how to proceed in your game further, unlike Jango/Veers. In case there will be some rogue guns in next set (or even better with Redeploy), the power of Jango will be even better. In current meta, it is Tier 1 deck, which is not extremely difficult to master or expensive to collect. The lose on really bad rolls happens much less than win on good rolls and most o the time you lose, it is because of bad piloting of the deck. It is also very suitable for beginners, who has to understand and get the game basics first.

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