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Dual Firespray Builds


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#1 cleardave

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Posted 17 March 2014 - 05:18 PM

I've been stumbling back into X-Wing lately, and wanted to change up how I run Imperials.  I typically go with some kind of TIE-heavy list, but now I'm feeling like working on a solid list built around a pair of Firesprays.

 

I've done the 3 Bounty Hunter list, which was fun but it reminded me too much of running an all-X-Wing build when I do Rebels.  Any suggestions or other practical considerations the community can provide would be great.

 

Here are a few I've toyed around with, having mixed results on the table;

 

Bounty Hunter w/ Gunner x2 (38pts x2= 76pts)

Omicron Group Pilot w/ Vader (24pts)

*Pretty straightforward list without a lot of gimmicks to try and set up in the heat of battle.  The Bounty Hunters shoot before the shuttle, so they can help soften up a meaty target for Vader to close out.  The Gunners can force some decisions on the opponent on using up Focus and Evade tokens.  I always enjoy this aspect of Han/YT lists.

 

Bounty Hunter x 2 (33pts x2= 66pts)

Captain Kagi w/ Sensor Jammer and Rebel Captive (34pts)

*Kagi  can take one for the company and absorb the Target Locks so the Bounty Hunters can live a little longer.  The Jammer and Captive also help offset some of the damage he'll no doubt be taking.

 

Bounty Hunter w/Intelligence Agent x2 (34 pts x2= 68pts)

Colonel Jendon w/ Fire Control System and Weapons Engineer (31 pts)

*Jendon can pass around some Target Locks throughout the match, allowing the affected Bounty Hunter to use an action for a Focus to allow for maximum damage potential from an attack.  The Intelligence Agents can help determine what actions my ships will need, based on the movement dials of my opponent.  Since the Bounty Hunters move well ahead of the elite pilots, it will take some of the guess work out of which action I should use.  Another variation on this list is to drop the Agents for the ST-321 title to focus more on the Jendon shenanigans.

 

Bounty Hunter x2

Howlrunner

*I have tried a few variations around these 3 ships, but obviously the idea is to use Howly to buff the Firesprays' attacks.  Combined with Heavy Laser Cannons, or Gunners and Ions, or Gunners and Stealth/Elusiveness on Howly.  I haven't really settled on a loadout for this build that I feel rises above the rest.

 

So there are my forays into Dual Firespray builds.  I haven't tried running a list with 2 of the unique pilots, but I'd love to hear any war stories from that front.

 

Criticize away!

 

 

 



#2 DraconPyrothayan

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Posted 17 March 2014 - 05:26 PM

I would HIGHLY recommend checking out Kath and Boba, each with Expert Handling. They just become monstrous with mobility, and gain that target-lock removal you were looking for with Kagi.

That leaves you with 19 points, which I'd spend either on them for a 2 ship fleet, or on a single Interceptor, for cleaning up. In that realm, I'd either make a play for initiative, or give Kath an Intel Agent, evening out the points.

 

 

 

**Edit: accidentally typed 18 rather than 19. Fixed.


Edited by DraconPyrothayan, 17 March 2014 - 06:30 PM.


#3 Forgottenlore

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Posted 17 March 2014 - 05:28 PM

At the tourney last weekend, the guy who won used 2 Bounty hunters both with recon specialist and seismic charge and an omicron group shuttle with vader. It was pretty brutal and went undefeated for the 5 game tourney.

Thanks, Troy

 

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#4 cleardave

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Posted 17 March 2014 - 06:22 PM

I would HIGHLY recommend checking out Kath and Boba, each with Expert Handling. They just become monstrous with mobility, and gain that target-lock removal you were looking for with Kagi.

That leaves you with 18 points, which I'd spend either on them for a 2 ship fleet, or on a single Interceptor, for cleaning up. In that realm, I'd either make a play for initiative, or give Kath an Intel Agent, evening out the points.

I feel like with that build, dropping the remaining points (which is actually 19, not 18, if my math is correct) on a filler ship might be better put into one of the unique TIE Fighters.  Howlrunner might not work so well if my Firesprays are Barrel Rolling away, and Boba changes his mind about his flight plan though.  Dark Curse is always reliable for living longer.  At least with him, it's a disincentive for my opponent to drop Target Locks on him, and the Firesprays can shake them off.


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#5 DraconPyrothayan

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Posted 17 March 2014 - 06:29 PM

 

I would HIGHLY recommend checking out Kath and Boba, each with Expert Handling. They just become monstrous with mobility, and gain that target-lock removal you were looking for with Kagi.

That leaves you with 18 points, which I'd spend either on them for a 2 ship fleet, or on a single Interceptor, for cleaning up. In that realm, I'd either make a play for initiative, or give Kath an Intel Agent, evening out the points.

I feel like with that build, dropping the remaining points (which is actually 19, not 18, if my math is correct) on a filler ship might be better put into one of the unique TIE Fighters.  Howlrunner might not work so well if my Firesprays are Barrel Rolling away, and Boba changes his mind about his flight plan though.  Dark Curse is always reliable for living longer.  At least with him, it's a disincentive for my opponent to drop Target Locks on him, and the Firesprays can shake them off.

 

It is 19, I mistyped, which is why I said that you had 1 point left over.

 

That being said, the 16 point DC leaves you with 3 points left over, which is enough for a Prox Mine, an Ion Cannon, or some crew members. Or a Stealth Device on DC, if you're feeling crazy.

I might go even further down the Named Ties list to get one of the 15 pointers (Night Best vs Winged Gundark ... so Night Beast), to get 2 points per Firespray for Seismic Charges, or for 2 point crewmen.


Edited by DraconPyrothayan, 17 March 2014 - 06:33 PM.


#6 Englishpete

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Posted 17 March 2014 - 06:42 PM

I really like this.

99 points

Boba Fett (49)
Veteran Instincts, Gunner, Engine Upgrade


Kath Scarlet (50)
Seismic Charges, Veteran Instincts, Gunner, Engine Upgrade

 

It has high PS for move last shoot first. It has the ability to put the Seismic on target. It has consistent Firepower and it can be very fast. You will probably get initiative as well.

 

Fly them so you can put guns on the same target and you should clean up.


Edited by Englishpete, 17 March 2014 - 06:43 PM.

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#7 DraconPyrothayan

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Posted 17 March 2014 - 06:48 PM

I really like this.

99 points

Boba Fett (49)
Veteran Instincts, Gunner, Engine Upgrade


Kath Scarlet (50)
Seismic Charges, Veteran Instincts, Gunner, Engine Upgrade

 

It has high PS for move last shoot first. It has the ability to put the Seismic on target. It has consistent Firepower and it can be very fast. You will probably get initiative as well.

 

Fly them so you can put guns on the same target and you should clean up.

I'd consider trading the VIs for another set of Seismics. EU's taking the place of my beloved Expert Handlings, so I wouldn't want to stack up,  but a 7 and 8 aren't really THAT different from a 9 and a 10, as far as facing fleets go.
Yes, it will matter against level 8-9 pilots, but they aren't your biggest threats. Swarms are.



#8 Takeda

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Posted 17 March 2014 - 07:38 PM

I've been stumbling back into X-Wing lately, and wanted to change up how I run Imperials.  I typically go with some kind of TIE-heavy list, but now I'm feeling like working on a solid list built around a pair of Firesprays.
 
I've done the 3 Bounty Hunter list, which was fun but it reminded me too much of running an all-X-Wing build when I do Rebels.  Any suggestions or other practical considerations the community can provide would be great.
 
Here are a few I've toyed around with, having mixed results on the table;
 
Bounty Hunter w/ Gunner x2 (38pts x2= 76pts)
Omicron Group Pilot w/ Vader (24pts)
*Pretty straightforward list without a lot of gimmicks to try and set up in the heat of battle.  The Bounty Hunters shoot before the shuttle, so they can help soften up a meaty target for Vader to close out.  The Gunners can force some decisions on the opponent on using up Focus and Evade tokens.  I always enjoy this aspect of Han/YT lists.
 
Bounty Hunter x 2 (33pts x2= 66pts)
Captain Kagi w/ Sensor Jammer and Rebel Captive (34pts)
*Kagi  can take one for the company and absorb the Target Locks so the Bounty Hunters can live a little longer.  The Jammer and Captive also help offset some of the damage he'll no doubt be taking.
 
Bounty Hunter w/Intelligence Agent x2 (34 pts x2= 68pts)
Colonel Jendon w/ Fire Control System and Weapons Engineer (31 pts)
*Jendon can pass around some Target Locks throughout the match, allowing the affected Bounty Hunter to use an action for a Focus to allow for maximum damage potential from an attack.  The Intelligence Agents can help determine what actions my ships will need, based on the movement dials of my opponent.  Since the Bounty Hunters move well ahead of the elite pilots, it will take some of the guess work out of which action I should use.  Another variation on this list is to drop the Agents for the ST-321 title to focus more on the Jendon shenanigans.
 
Bounty Hunter x2
Howlrunner
*I have tried a few variations around these 3 ships, but obviously the idea is to use Howly to buff the Firesprays' attacks.  Combined with Heavy Laser Cannons, or Gunners and Ions, or Gunners and Stealth/Elusiveness on Howly.  I haven't really settled on a loadout for this build that I feel rises above the rest.
 
So there are my forays into Dual Firespray builds.  I haven't tried running a list with 2 of the unique pilots, but I'd love to hear any war stories from that front.
 
Criticize away!



Boba and kath, both: recon/ptl/ assault missiles .

#9 ElJeffe313

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Posted 17 March 2014 - 08:30 PM

I've had some good results with the following:

Kath
HLC

Merc Copilot
APL
Swarm Tactics

Krassis
HLC

Rebel Captive

APL

 

I've rebuilt this list around four times now, and this setup has provided me the most utility. The APL help, but these are 4 points I constantly play around with. I like having the Rebel Captive on Krassis, as it makes him less appealing a target. This gives him a tad more survivability and lets you use his pilot ability more often. I try to fire early with Kath to use her Merc Copilot @ Range 3 with the HLC. Even in the end game, firing 4 dice @ Range 3 and getting at least one crit most of the time is all you need to put stress on your pursuers. Having them flown in formation and focusing down targets is the name of the game, and Swarm Tactics helps keep Kath and Krass firing together, or at the least simultaneously with other PS 7s.

I'm still working on this, but I've found more utility with Krassis + Kath than with Boba + Kath. However, Boba + Kath + EH is hilariously fun to fly!


Edited by ElJeffe313, 17 March 2014 - 08:49 PM.


#10 Englishpete

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Posted 17 March 2014 - 09:02 PM

I would drop both VI and the Seismic for EH on both, but my personal style works better with EH is all :P


To every man upon this Earth Death cometh soon or late. And how can a man die better than facing fearful odds, for the ashes of his fathers, and the temples of his Gods?
(Horatius: Captain of the Gate)


#11 stegocent

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Posted 18 March 2014 - 04:21 AM

I love the HLC but the problem with having it on a firespray is you will need to be k turning to try and keep your opponent at range and in front and there is the problem, the stress.
Try finding the points to bring Yorr along then you can K turn an not loose the action

Empire: 7 Tie/In, 2 Tie Advanced, 2 Tie/Int, 2 Imperial Aces  4 Tie/B, 2 Firespray-31, 3 Lambda

Rebel: 6 X-Wing, 2 Y-Wing, 2 A-Wing, 4 B-wing, 1 Yt-1300, 2 HWK-290, 2 GR-75, 1 CR-90


#12 Rob Jedi

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Posted 18 March 2014 - 05:42 AM

I've experimented with Boba & Krassis:

Krassis Trelix — Firespray-31 36
Ion Cannon 3
Gunner 5
Homing Missiles 5

Boba Fett — Firespray-31 39
Marksmanship 3
Heavy Laser Cannon 7
Seismic Charges 2

Or the more mobile:

Krassis Trelix — Firespray-31 36
Heavy Laser Cannon 7
Recon Specialist 3
Engine Upgrade 4

Boba Fett — Firespray-31 39
Expert Handling 2
Seismic Charges 2
Navigator 3
Engine Upgrade 4
Slave I

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#13 cleardave

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Posted 18 March 2014 - 06:06 PM

Has anyone tried a combo of Recon Specialist, Slave I, and Advanced Proton Torpedo?

It adds 9 pts to the ship, but you're seriously putting a hurt on something by converting blanks to focus. Pair that with Krassis and/or Howly, then use a focus to upgrade everything after the re-rolls and you're seriously helping your chances of landing 5 hits.

The Recon Specialist also gives you that extra Focus token to save your butt if it's going badly.

I realize it adds a lot of weight to the ship. I'm wondering how practical that would be in a competitive game. It would certainly carve a nice piece out of whatever it hits. You could go even further and drop Marksmanship on it with Kath or Boba, but you would lose the Focus tokens the Recon Specialist provides.

#14 TheGreedyMerchant

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Posted 19 March 2014 - 09:16 AM

I would HIGHLY recommend checking out Kath and Boba, each with Expert Handling. They just become monstrous with mobility, and gain that target-lock removal you were looking for with Kagi.

That leaves you with 19 points, which I'd spend either on them for a 2 ship fleet, or on a single Interceptor, for cleaning up. In that realm, I'd either make a play for initiative, or give Kath an Intel Agent, evening out the points.

 

 

 

**Edit: accidentally typed 18 rather than 19. Fixed.

I flew a list sorta like that at a small tournament about a week or so ago. It was Boba Fett and Kath Scarlett with engine upgrade, gunner, and expert handling. I had an easy time dealing with Rebel Players as I could out maneuver them and focus fire on them, as well as shoot at them from the back firing arcs. The two tie swarms I flew against wrecked me entirely. Still trying to figure out the best way to deal with them. 



#15 cleardave

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Posted 21 March 2014 - 07:56 PM

So here's another "what should I take" dilemma;

 

Playing around with my original 2x Bounty Hunter/Omicron Shuttle list, I swapped out the gunners for Recon Specialist and (Seismic Charge or Anti Pursuit Lasers).

 

So the list is still Omicron with Vader, then 2 Recon Bounty Hunters with either Seismic Charges or Anti Pursuit Lasers.

 

I can't decide on which of the two is the more practical upgrade to take;

 

The Charge can pay off huge with swarms, but it's a one-shot weapon.  The Lasers only do one damage, but it can't be cancelled like a normal attack, and it can trigger off as many times as you can get ships to crash into you.

 

Anyone have any practical advice for which upgrade is ultimately the better choice in an all-comers kind of list?  I've had them both work out for me in different matches, so I feel like this is just fine tuning that last piece of the puzzle.



#16 Revanchist

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Posted 21 March 2014 - 09:05 PM

I would say seismic (they really play mind games with your opponents).
Imperial: 5 TIE/ln, 1 TIE/adv, 5 TIE/in, 1 TIE/sa, 1 Firespray-31, 1 Lambda
Rebel: 3 X-wing, 1 Y-wing, 1 A-wing, 1 B-wing, 1 HWK-290, 1 YT-1300

"History is on the move, Captain. Those who cannot keep up will be left behind, to watch from a distance. And those who stand in our way will not watch at all."

#17 cleardave

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Posted 22 March 2014 - 09:09 AM

I would say seismic (they really play mind games with your opponents).

How would the Engine Upgrade on the Shuttle work as an alternative?  Basically I'm down to those last 4 points to work with;

 

2x Seismic Charges for some extra wild card damage, or the Engine Upgrade on the Shuttle to help it move around and stay in the fight more.

 

I was musing over this while playing with the Charges; if the Shuttle is mostly ignored in favour of wrecking the Bounty Hunters, it's going to get torn up pretty bad if it's the last man standing.  The Engine Upgrade can help it turn around a lot easier.

 

I feel like ultimately it's going to be a "season to taste" kind of change.  The Recon Hunters and the Vader Shuttle are a solid foundation, and switching Charges for the Engine Upgrade doesn't make it better or worse, just different.

 

As always, if someone feels very strongly against either option, I'd love to hear why.



#18 RAGE1073

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Posted 22 March 2014 - 09:31 AM

I won 4 out of the five tourneys I competed in including a regional last season.

Only loss came at a store champ last week because I couldn't find my upgrade cards

My list is

Boba Fett
-HLC
-Gunner
-Slave 1
-Determination/Veteran Instincts
Krassis Trelix
-HLC
-Gunner

#19 Spike IT

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Posted 23 March 2014 - 09:23 PM

At the tourney last weekend, the guy who won used 2 Bounty hunters both with recon specialist and seismic charge and an omicron group shuttle with vader. It was pretty brutal and went undefeated for the 5 game tourney.

 

I have run this list myself - very effective.  Recon Specialists with a Firespray is amazing!!  Multiple focus for defense (if needed) or 1 for defense/1 for offense really help keep the Firesprays alive and packing a punch! 

 

In my opinion, a Bounty Hunter Firespray costs 36 points because the Recon Specialist is a required option (unless I am running 3 BH).



#20 Hoosteen

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Posted 23 March 2014 - 09:37 PM

I am really happy someone asked about dual Firesprays.
I recently bought a second one to fly as primarily Boba Fett with my Kath Scarlet repainted one. The dial is drying as I type (a couple of sprays of sealant to protect it), then I'll be set!!
It will be a fun change from my regular Tie swarm or mini swarm + Firespray...

Galactic Empire: 8x Tie Fighters, 1x Tie Advance, 1x Tie Bomber, 2x Firespray 31,

Rebel Alliance: 4x X-Wings, 1x A-Wing, 1x B-Wing, 1x YT1300,

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