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Two ship Imperial fleet - two Firespray-31s!


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#1 Stormtrooper721

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Posted 23 December 2012 - 01:38 PM

Two ship Imperial fleet at 99 points:

Krassis Trelix (Firespray-31) with Stealth, Gunner, and Heavy Laser Cannon (51 points)

Bounty Hunter (Firespray-31) with Stealth, Gunner, and Heavy Laser Cannon (48 points)

At range 3, with Stealth, the Firesprays will have 4 defence dice and they do have lots of firepower. What do you think?


The 731st Imperial Flight School - "The Vornskrs" - 1 TIE Advanced, 3 TIE Interceptors, 10 TIE Fighters

23 Victories, 1 Defeat, 0 Draws - 69 kills versus 46 losses


#2 Sgt. G

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Posted 23 December 2012 - 01:56 PM

 

 

 I think it would be fun.

 I cant say its what i would run.. but would LOVE to see it on the table.. if for nothing more then the first reaction to it.



#3 The R5Don4 Star II

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Posted 23 December 2012 - 02:05 PM

Goes down hard, unfortunately.  The Firespray are the most unmitagatably suceptible ship to Crits with their 6 Hull.  The more bells and whistles you put on it, the better the chances that 1. you are never going to use it and 2. a crit will knock it out for you.  A 12 point escort ship can really make the difference between this being a playable squad and a strictly casual build.  I'd only bother with Stealth if you were going to have one of them, because then you can run several other ships to help keep the enemy at a distance.

 

Here is a build that I have actually been able to make work.

 

 

===============================
Bounty Hunters Join The Academy
===============================
100 points
 
Pilots
------
 
Bounty Hunter (38)
Upgrades: Gunner (5)
 
Bounty Hunter (38)
Upgrades: Gunner (5)
 
Academy Pilot (12)
 
 
Academy Pilot (12)
 


#4 Stormtrooper721

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Posted 23 December 2012 - 02:26 PM

The R5Don4 Star II said:

===============================

Bounty Hunters Join The Academy
===============================
100 points
 
Pilots
------
 
Bounty Hunter (38)
Upgrades: Gunner (5)
 
Bounty Hunter (38)
Upgrades: Gunner (5)
 
Academy Pilot (12)
 
 
Academy Pilot (12)
 

That's 110 points not 100.

 


The 731st Imperial Flight School - "The Vornskrs" - 1 TIE Advanced, 3 TIE Interceptors, 10 TIE Fighters

23 Victories, 1 Defeat, 0 Draws - 69 kills versus 46 losses


#5 Stormtrooper721

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Posted 23 December 2012 - 02:27 PM

Stormtrooper721 said:

The R5Don4 Star II said:

 

===============================

Bounty Hunters Join The Academy
===============================
100 points
 
Pilots
------
 
Bounty Hunter (38)
Upgrades: Gunner (5)
 
Bounty Hunter (38)
Upgrades: Gunner (5)
 
Academy Pilot (12)
 
 
Academy Pilot (12)
 

That's 110 points not 100.

Wait, my bad, that was 100 points.


The 731st Imperial Flight School - "The Vornskrs" - 1 TIE Advanced, 3 TIE Interceptors, 10 TIE Fighters

23 Victories, 1 Defeat, 0 Draws - 69 kills versus 46 losses


#6 godofcheese

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Posted 23 December 2012 - 02:44 PM

Stormtrooper721 said:

The R5Don4 Star II said:

 

===============================

Bounty Hunters Join The Academy
===============================
100 points
 
Pilots
------
 
Bounty Hunter (38)
Upgrades: Gunner (5)
 
Bounty Hunter (38)
Upgrades: Gunner (5)
 
Academy Pilot (12)
 
 
Academy Pilot (12)
 

 

 

That's 110 points not 100.

 

 

Looks like 100 to me. Bounty Hunters are actually 33 points (he added the 5 for the gunner to get to 38)



#7 The R5Don4 Star II

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Posted 23 December 2012 - 02:49 PM

Yeah, cut and paste from the squad builder.  I wouldn't have written it that way myself but I was being lazy after all.



#8 The R5Don4 Star II

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Posted 23 December 2012 - 02:51 PM

I would have loved it if double Heavy Laser Cannon and Gunner was viable, because it is awesome, but you really need something to take some heat off the huge and I mean huge targets.



#9 red_2

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Posted 23 December 2012 - 05:06 PM

Stormtrooper721, I have no idea how competitive it would be, but I think the 2 Firespray-31 ship build sounds like a ton of fun.  I bet you could tweak the build a bit to respond to R5Don4 Star II's worry about how long you would be able to keep those two ships alive.  First, I think you could drop both Gunners.  It stikes me that the main advantage of the Firesprays with Heavy Laser Cannons is that they aren't going to miss a lot (since they roll 4 attack dice at range 3 and the opponent doesn't get an extra defense die because it is a secondary weapon).  And if that's the case, then the 10 points for Gunners could be better used in other places.

As a quick digression, with a target lock the Firespray w/Heavy Laser Cannon will average 3 hits.  A TIE fighter with a Stealth Device and either a focus or evade token will only average 2.5 evades.  Also, remember that your second Firespray should be targeting the same ship, which should no longer have either a focus or evade token (and thus is even less likely to need the effect of the Gunner).  So, let's scrap the Gunners.

The next thing I'd think about changing would be the Stealth Devices.  They only impact the game until the ships take their first hit.  You only have two ships for the opponent to target and the Steath Device only makes each ship as hard to hit as a regular TIE.  My guess is that these would not last long.  By dropping them you have an extra 6 points to play with.  You're now up to 16 points to shift around. 

What about upgrading the unnamed Firespray-31 to Fett and giving him a Shield Upgrade and Draw Their Fire.  This build still has 6 free points to play with.  The idea is that by giving Fett the Shield upgrade you make Trelix the more attractive target for your opponnet (since your opponent realizes that ship has one less hit point than Fett and should die more quickly).  But then you aim to use Draw Their Fire to have Fett uses his sheild to take critical hits (and especially direct hits) that were meant for Trelix.  If you find that your opponents are too clever for this tactic, you could spend 3 of your remaining 6 points to upgrade Trelix to Kath equip Kath with a second Draw Their Fire.  Now whoever your opponent goes for first (and I'm assuming that your opponent will concentrate his/her fire on one ship until that ship has been destroyed) the other ship can use Draw Their Fire to protect against critical hits.  The only downside to this Draw Their Fire strategy is that both Firesprays must stay within range 1 of each other to use this effect.






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