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Gottmituns205

Do you firespray brah?

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Too expensive. Only thing I like is that they cost exactly double a TIE bomber so I can easily compare how much worse they are than TIE bombers.

 

Suddenly, Bright Hope. :P

 

However, I personally prefer ye olde tie bombers to the FS's, especially with BCC available.

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I vastly prefer the Firespray in many fleets because they don't require squadron commands. This is the main upgrade over the TIE bomber.

 

It also means that Rhymer + Firesprays can operate independent of your fleet if someone didn't take enough / any squadrons. In super heavy squadron metas, they obviously need support.

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i think they are fairly powerful, dont really require bomber command center to gaurantee good damage... combine with timely squad activations and you can really put the hurt on an enemy ship eot 1, beginning of turn 2...

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Came second in a tourney on Saturday with a fleet built around an Interdictor, two Gladiators and a Fireball. I love them - they're independent of carriers, pack a punch against ships (including flotillas when they lock down that scatter token), can hold their own against fighters and have plenty of hull. Plus, they have a surprising psychological effect - most players I came up against were intimidated when they saw four Firesprays lined up against them. I much prefer them to TIE Bombers - they're versatile in a way that a TIE Bomber just can't match, and I think are worth the point investment.

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Great little rogue gun boat perfect for finishing off corvettes, gladiators and transports that have snuck past my front arc.

 

And don't discount them in the rhymerball situation. Ive seen them used to horrible effect, even if ts not the most 'efficient' use of them.

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I use them to fine tune a Rhymerball depending on squadron activations.

 

Rhymer + 5 Tie Bombers would be nice but may involve spending points on expanded hangars. So substitute in a firespray for 2 tie Bombers and save yourself 5 or 10 points or use boosted comms instead.

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Double the price of Tie Bombers

Half the damage of YV 666's

 

When will people realise the truth.

 

Enlighten us, oh wise one.

Nothing is more potent than 8 YV666s.

Annoyingly I want an imp carrier with a support slot and medium/long firepower.....

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Double the price of Tie Bombers

Half the damage of YV 666's

 

When will people realise the truth.

 

Enlighten us, oh wise one.

Nothing is more potent EXPENSIVE than 8 YV666s.

Annoyingly I want an imp carrier with a support slot and medium/long firepower.....

 

I fixed that for you....

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Double the price of Tie Bombers

Half the damage of YV 666's

 

When will people realise the truth.

 

Enlighten us, oh wise one.

Nothing is more potent than 8 YV666s.

Annoyingly I want an imp carrier with a support slot and medium/long firepower.....

 

 

More potent in what sense?

 

In terms of anti-squadron power, maybe you're right. Two blue two black is pretty powerful, and with grit and rogue you're tough to tie down. Although they're not exactly speedy, and with heavy you're not preventing an enemy from getting away.

 

In terms of anti-ship power, then I think you can find several things more potent than a YV-666. One blue, non-bomber dice isn't exactly crippling, even if there are eight of them, and that's if they can keep up with their targets.

 

For four points less, I'd far rather take 7 Firesprays.

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YV666's are tough and powerful but do nothing to stop bombers. 6 of them failed to stop my B-wings eating an Interdictor and 2 Victories over 3 turns. They did eventually kill almost all my squadrons for the loss of 1 YV666 but I'll take that trade!

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I just did a tournament last weekend where I had 4 firesprays (plus rhymer, dengar and 2 tie adv) and won.  I faced a rhymerball with bombers instead of firesprays, and once I killed his dengar, my NOT heavy firesprays locked down his bombers while pummeling his ships. the firesprays not being heavy and having rogue I think makes them way more valuable.  that means my ISD can do repair or navigate to stay alive (or line up a better shot) while still having my fighters be fully effective.

 

when you compare 2 bombers and 1 firespray, (same points and I think a comparison many make when list building) you get:

 

1. anti ship attack: the same number of bomber dice, with the same chance to do some damage (per die) the blacks of course can do 2, while the blue can only do one.  But the blues don't have a blank side and unless they're both accuracy, are doing something for you. the tie bombers are 2 separate attacks with makes it tougher to handle with defense tokens.  slight advantage to the TIE

2. survivability: 6 hull vs 2x 5 hull.  2 5 hull is obviously better. it will take more attacks to bring both down (unless just counting AS) advantage TIE

3. anti squad: 3 blue vs 2x 1 black.  I think this is pretty even, with a slight edge to the 3 blue because it can get an acc to stop a scatter. but heavy fighters can't lock down enemy fighters. so the firespray wins hands down here. advantage firespray

4. command: you need 2 fighter commands for each set of bombers.  which means to field a lot of them you need carriers. firesprays let you run whatever you want, and one gozanti can cover rhymer, dengar and the escorts. (2 if you want to command them every turn, which isn't really necessary) huge advantage firespray.

 

I really prefer the fireball to the rhymerball. it lets me use my other ships as gunships instead of carriers. and it's easier to protect them.

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Firesprays have their place. I find I miss them when I have to shoot at flotillas with tie bombers. I find bomber command + firesprays = good chance of locking down that scatter and they also have more reliable (if lower) average damage than equivalent points of tie bombers.

 

They also don't have heavy which is great in a balanced list when going against heavy bomber lists. I used to run a mixed fleet with a solid hitting ISD and Demo and a bunch of firesprays, rhymer, Dengar and when facing squadron or bomber heavy fleets I could sacrifice the firesprays to lock down enemies and do AS duty which Tie bombers objectively suck at while my ships carrier-hunted.

 

At the end of the day if you don't want to be throwing a lot of squad commands and don't mind the relative fragility they are good to take. They are a tactical option.

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I hadn't really noticed it until now, but I haven't seen a firespray in quite a while.  Again, I haven't seen quite as many YT2400's either.  I've been looking into getting a third R&V pack too, just to sorta sate my horrible need to have 'flights' of rogues.  3 firespray, and more importantly, 3 H6's just feels like a proper section.  

 

Teams of Firesprays are still effective (as were pairs of H6's for me) but it seems they were shunted aside a touch after flotillas came into the mix and liberated the squadron game.  Well, that or the big carriers (okay, lets face it, the ISD) require a more potent and less expensive --hence more numerous-- platform to add Flight Controllers too. 

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Great discussion! I've just returned to the Firesprays with a vengeance playing a dozen games with 4 Firesprays and either another 3 or IG88 and Bossk. Paired with a Raider II kitted out for anti-fighter work and with Ruthless Strategists I've been able to win the air war more often than not and go onto short range bombing. Rare is the game when my Firesprays don't claim at least one and usually two cap ships having already turned a profit in anti-squads.

So yes, I'm still a big fan!

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