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Hondo Ohnaka

So what exatly does the Firespray DO?

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the firespray shoots out its butt

 

that's about it, really

 

 

Scum Kath makes a mean aggressor substitute for slightly less points, though, and you can get her k4 + PTL + EU ass in a list with two r4 TLT thugs for a lot of hit and running, only with actual thought involved unlike PWTs

Edited by ficklegreendice

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Ugh, when do people learn it. You can't fly Firesprays without engine upgrade!

Ugh, when do people learn it. You can't fly aces without boost!
 

Ugh, when do people learn that Engine Upgrade on high PS ships all the time is just a crutch for people who can't fly better?

Have you seen any top table firesprays that weren't rocking engine? I don't know of any since at least a year ago.

 

 

Just because you don't see it on top tables means it's a bad option.

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Since I play Empire 90% of the time, here is my favorite Firespray loadout:

 

Bounty Hunter with Gunner for 38 points

 

In every list I make I like to have an anchor ship that I can rely on to take some hits, deal reliable damage, and provide a point to where my flankers and arc  dodgers can flank from.  Maybe I'm not a good enough player yet, but I always wind up jousting with something  and the Firespray can be that something that can joust effectively.

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I always put rebel captive in mine, with 10 hp, you can deal stress for a few turns .

 

Imperial Kath, Mangler Cannon, Rebel Captive.  For those times you want to get your own back on R3-A2.

 

edit:  going back to the image on the previous page, this would probably be known as the Imperial Stress Piñata.

Edited by FTS Gecko

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I like kitting out an imperial BH or Krassis with Ysanne, Slave 1 and Guidance chip. The damage is endless!

I don't know that I'd call two modified shots "endless". What ordnance are you using?

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I'd classify the Firespray as a heavy fighter. I see it as an X-wing on steroids. You have twice the hull and shields, plus you get a rear arc. The dials are quite similar too. But you also get options like missiles, bombs, and crew.

I think Engine Upgrade is good if you can out-PS everything, but if I'm not rocking the Veteran Instincts, I usually leave the Engine Upgrade at home. I think Engine Upgrade is best on Scum Kath or Boba because Kath at least gets an extra die out the aft, and Boba can get rerolls if he boosts into range 1. Otherwise, you boost without getting dice modifications and I find that lackluster. K4 Security Droid does help here.

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Ugh, when do people learn it. You can't fly Firesprays without engine upgrade!

 

Yes I can and yes I do.

I have only recently tried the Firespray with engine and I found it to be very effective. I wouldn't say that I would always run it now since I have a good amount of experience running it with only a Rec spec to keep the points low. I wouldn't say it has to be an auto include since it's not going to be as good for low skill pilots. I can see the LRS being much more effective for the low to mid PS Firesprays. I am looking forward to running bounty hunters with LRS for a deadly alpha strike especially with HLC.

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While I did kinda poo-poo the firespray before, it has some interesting value as a high PS ship. However, i think it will be subsumed when Punishing One comes out.

This is from someone who's played and won a lot with firesprays.

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Firesprays are one of my favorite ships.  Use them as Heavy fighters.  3 bounty hunter lists are very fun as is Imperial Fett with navigator.  Scum Kath and Fett are great as well.

 

I do need to try them out now with some of the bomb fixes being out.  I have 4 Firesprays and 3 are custom painted (not by me).

 

Firesprays are just fun all around ships.   They aren't winning tournaments much but fun to fly.

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Ugh, when do people learn it. You can't fly Firesprays without engine upgrade!

Ugh, when do people learn it. You can't fly aces without boost!

 

Ugh, when do people learn that Engine Upgrade on high PS ships all the time is just a crutch for people who can't fly better?

I get where you are coming from but just putting EU on a Firespray doesn't mean it's been switched to easy mode. To utilize the combo to its fullest potential requires skill in and of itself. Navigating through an asteroid field without landing on an asteroid before boosting to where you want to go can be really challenging. Yes, if you have wide open spaces and a PS10 Boba trailing and boosting into place after everyone else is moved can be all too easy at times but those scenarios can be partially eliminated based upon asteroid/debris placement and setup.

On a side note, is anyone interested in using Krassis with Slave 1, Extra Munitions, a Guidance Chip and Concussion Missles? Roll 4 dice, re-roll 1 from Krassis, convert a blank to a hit from Concussion, change 1 result to a crit from your Chimps. Seems alwfully nasty.

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I fly a stupidly fun dual-Firespray scum list on occasion.

 

Boba Fett - Lone Wolf - Tactician - Glitterstim - Counter-measures
 
Kath Scarlet - Predator - Cluster Missiles - Tactician - Glitterstim - Counter-measures
 
Boba gets all the rerolls from LW and his pilot ability. If they get away from range 1 of him... well, they'll be taking Tactician stress. Kath does insane damage on the way in with Glitterstim/Cluster Missiles, plus butt shots post-joust. 
 
The Counter-Measures+Glitterstim turn is hilarious. Your Firesprays can eat shot after shot without going down. I've had Boba square in the sights of Whisper, Dash, plus several other hard hitters without taking a single damage. 

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I think Scum Boba is tied to VI and EU more because of his pilot ability. VaynMaanen has a great thread about Boba and Bossk, but that is just one flavor of firespray.

 

I have been rocking Imp Boba with LRS and expert handling, as well as the classic Navigator a lot lately and I have been very happy with the results. I built Boba as a Dash/Corran hunter, so EH helped me keep Dash in arc, and I took Proton Bombs and Advanced homing missiles to make Corran sweat. 

 

The firespray is an amazing tool that can be customized to hunt your prey of choice. Scared of Soontir? Take VI, Tactician, and EU. Scared of swarms? Take proton bombs or seismic charges. Scared of Fat PWTs? Take Kallus and a HLC. In this respect, a Firespray is anything you want it to be. Not building it with anything in mind to counter? Not sure you're going to get some magical result then. Know what you want your spray to do and I'm sure it will be fine.

 

*Side note: I beat Corran and Dash a few times, and then got paired up against Chewy BZZ. I foolishly sent Boba hunting for the Wookie, and Chewy didn't care about the crit dealing. Boba didn't quite perform as well as I had hoped *read:died quickly* and I lost. Rematch and I send Boba against the BZZ and Vessery with Tie/D against Chewy, 100-0 for me. Gotta be flexible with the 'sprays.

Edited by Gersun

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Ugh, when do people learn it. You can't fly Firesprays without engine upgrade!

 

Categorically false.  Engine Upgrade is just an expensive crutch (both in points and action economy) for people who don't know how to use a ship as-is.

 

I find that Scum Boba with an Engine Upgrade becomes a real terror both when it sprints close at range 1 or when he runs away leaving proton bombs. :P

 

 

 

This is exactly what is the problem with the firespray. It dies very quick and its dial is not great.

 

Categorically false.  It has 10 hit points behind two agility and the Evade action.  That makes a stock Firespray tougher than a stock YT-2400 and - arguably - on par with a stock VT-49 Decimator.  It's dial is fine.

 

Where people fall down with the Firespray is overloading it.  It is a flexible ship, with missile, cannon, crew, bomb and potentially torpedo and illicit slots.

 

But just because it has options, that doesn't mean you have to take them all.

 

It's not suited to be a "fat" ship, like a YT-1300 or Decimator.  You get the best value out of it when you pick a role and keep it relatively slimline.  40-45 point range should be the top line.

 

Personally, I love Scum Kath.  Run her with Lone Wolf and that's pretty much all you need.

 

 

Not to mention that with Push the Limit and Recon Specialist you can turtle up exactly as Soontir does, two focus and one Evade. 

Again with Scum Boba, at Range 1 that's pretty much all I need. 

Imperial Boba is suited for a totally different playing style. Scum Boba is great to get into the fray and blast anything you find in your path. 

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OP- The firespray is fast becoming my favorite ship in the game to fly, no joke. I fly all the scum variants but I've only recently delved into the imperial equivalents, mostly due to the different support options available. Each one is like learning a completely different ship.

 

I'd say the firespray is pretty similar to the yt 2400 but with huge potential for customization across both factions. Possibly THE most customizeable ship out there. They can be built economically to excel at joisting and anchoring your fleet while the higher ps pilots are superior ace hunters with dual arcs and access to tactician and bombs. EU while not entirely mandatory is near-to on most due to the extra benefit of repositioning the auxiliary arc. 

 

Scum boba is the apex of firesprays. As it should be. He's deceptively durable, has no qualms springing for VI since his mods are inherent (meaning he should always be ps10) and his access to crew/bombs/ordnance make him a nightmare for aces.

 

Imperial boba is a different animal. VI is not quite the no-brainer here since he lacks the plethora of dice mods available to his counterpart. However VI compliments his inherent ability best and when combined with navigator I've found this may be one of two firesprays that doesn't care as much about boost. 

This in turn opens up some new interesting options such as guidance chimps or even countermeasures for a poor mans glitterstim (havent tried this one yet). I think this boba could make good use of andrasta for bomb diversity, heresy as it may be. 

 

Scum kath is the other one that can forgo boost in favor of expert handling due to her unique fighting style. She hits like a truck and her method of k turning to retreat while smashing with 4-5 (or even 6) shots is disconcerting to those who haven't played against ships that move in front of you will dishing punishment. 

 

Then theres emon azzameen who I feel may be in contention for 'best bomber in the game'. Only I'm too far from mastering his techniques to say for sure. 

 

 

Edit- tldr, what does the firespray do?..... everything.

Edited by Carnor Rex

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The ship is one of thos fun ships that when flown right and kitted out right are a great ship. But like Gersun pointed out its kinda meta/ game depend on what your load out is. I have not yet run it with the agent k but I intend to. The main problem with the ship is that if your flying against someone who is skilled they can get on your side and stay there and that's game over. So of course the advice is to not let that happen but we who live in the real world know that it's not always that easy.

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I wonder if we're going to see any Slave 1s with LRS now.  I can see it being a nice little boost to the damage to get the TL early on.  Especially if it's coupled with Fel or someone and they implore hit and run tactics.

 

Haha, you read my mind.

 

I've got at least ONE list that this features. LRS should give it that extra 'umph' to the ship's action economy that it has always needed.

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Riddle me this.

 

What exactly is the Firespray's role on the table? Is it a heavy fighter? Is it a bomber? Is it a weapons platform? Is it all and none of these things at the same time?

 

Maybe the Firespray is kind of like a Rancor. A piece of meat that lacks speed or subtlety to predate on anything, and must rely on Jabba dropping something its way. Maybe that's how I should use one, against helpless noobs that can't help but be herded into its threat area. They can them graduate as X Wing players after they figure out Fett doesn't really do anything and can be killed by a blind man.

Scum Boba is great.

/thread.

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