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The_Brown_Bomber

Outfitting the Slave 1 - What are the best upgrades to use?

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What are the best combination of upgrades you have played or seen used on the Slave1?

 

Keep in mind you will most likely have 5-6pts to comfortably put into upgrades per ship unless you are playing two Slave1 name pilots (where you would have lots more points free for upgrades)

 

here are 3 i think are good:

 

1) Bobba Fett + Navigator + Expert Handling (5pts of upgrades)

2) Bounty Hunter + Recon Specialist + Seismic Charges (5pts of upgrades)

3) Kath Scarlet + Push the Limit + Recon Specialist (6pts of upgrades - 2x focus + 1x evade every turn!)

Edited by The_Brown_Bomber

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Recon Specialist is awesome on any Firespray.

I like Expert Handling on Fett and VI on Kath Scarlet.

A HLC on Krassis is effective, especially if paired with Jones.

I love the Proton Bomb on Fett and Kath, especially if I boosted there PS with VI.

The Proximity mine works well on the standard BH as it can drop it as an action, making placement easier.

Other upgrades worth a mention are Rebel Captive and situationally, PtL.

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I find Boba's ability rather useless; I've been playing with him since the Kessel Run event, and up till now, I've only actually used his ability as intended only once. The rest of the time either there's no need to use it at all, or I'm doing lame stuff like revealing a bank maneuver that sends me off the map on purpose, then changing the direction to the correct one. Boba is still good for his high PS though, and swarm tactics with him is rather interesting. I find PTL to be rather useless on big ships. Sure, it did stun my opponent for the first game, but afterwards in subsequent games, he would simply spread out his forces a bit and your Firespray now has no place to do a green maneuver without hitting something. Still, if you must use PTL on a Firespray, maybe Boba's ability can help you with the green banks. Engine upgrade is fun but otherwise not very helpful in helping you maneuver asteroid fields or getting targets out of your blind spots, experthandling is a much much much better choice.

 

Kath really needs marksmanship if you want her ability to trigger, otherwise you are free to use whatever EPT you see fit if you do not mind her being an overcosted bounty hunter. You can put Greedo in the crew slot to help when not using marksmanship on her, so there's that. Autoblaster is pretty good on her actually, especially if you pair it up with expert handling. Your Firespray can easily get into range 1 of its target after doing a barrel roll forward. 

 

Krassis definitely HLC.

 

anyway, here goes:

 

>>Boba + Expert Handling + Autoblaster

>>Boba + Veteran Instincts

>>Boba + Swarm Tactics

>>Boba + PTL + engine upgrade

 

>>Kath + Marksmanship + gunner

>>Kath + ExpertHandling + Autoblaster

>>Kath + Marksmanship + Rebel Captive

>>Kath + Mercenary Copilot

 

>>Krassis + HLC + recon spec

 

>>Bounty Hunter + Vader (really works, and better than the shuttle)

>>Bounty Hunter + nothing else

Edited by Duraham

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I find Boba's ability rather useless; I've been playing with him since the Kessel Run event, and up till now, I've only actually used his ability as intended only once. The rest of the time either there's no need to use it at all, or I'm doing lame stuff like revealing a bank maneuver that sends me off the map on purpose, then changing the direction to the correct one. Boba is still good for his high PS though, and swarm tactics with him is rather interesting. I find PTL to be rather useless on big ships. Sure, it did stun my opponent for the first game, but afterwards in subsequent games, he would simply spread out his forces a bit and your Firespray now has no place to do a green maneuver without hitting something. Still, if you must use PTL on a Firespray, maybe Boba's ability can help you with the green banks. Engine upgrade is fun but otherwise not very helpful in helping you maneuver asteroid fields or getting targets out of your blind spots, experthandling is a much much much better choice.

 

Kath really needs marksmanship if you want her ability to trigger, otherwise you are free to use whatever EPT you see fit if you do not mind her being an overcosted bounty hunter. You can put Greedo in the crew slot to help when not using marksmanship on her, so there's that. Autoblaster is pretty good on her actually, especially if you pair it up with expert handling. Your Firespray can easily get into range 1 of its target after doing a barrel roll forward. 

 

Krassis definitely HLC.

 

anyway, here goes:

 

>>Boba + Expert Handling + Autoblaster

>>Boba + Veteran Instincts

>>Boba + Swarm Tactics

>>Boba + PTL

 

>>Kath + Marksmanship + gunner

>>Kath + ExpertHandling + Autoblaster

>>Kath + Marksmanship + Rebel Captive

>>Kath + Mercenary Copilot

 

>>Krassis + HLC + recon spec

 

>>Bounty Hunter + Vader (really works, and better than the shuttle)

>>Bounty Hunter + nothing else

 

interesting points. id b interested to hear your arguments as to why BH + Vader is better that Shuttle + Vader.

  • Vader crew seems to be primarily used on Omicron Group Pilot which is a bargain for 21pts, so u get a Doom Shuttle for 24pts - which is full expendable. I can see how a BH + Vader crew would potentially inflict more damage and even last a little longer with its 2 def dice but its costing u more points when it dies which makes me rather hesitant to use Vader crew's ability unless i am actually inflicting a crit or destroying a ship.
  • With Omicron you can (and should) use Vader crew with every attack, even if it doesnt inflict a crit due to enemy shields. Id be more tempted to play Omicron + gunner + vader crew (29pts) and have the ability to trigger vader twice in a single attack BUT im not keen on losing those extra points if i dont need to.

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With the shuttle (most of the time OMG, sometimes Kagi), I find that my opponent always ignores it, and it is only really effective for the first 2-3 rounds of combat. Afterwards, engine upgrade or no engine upgrade, it still takes 3 turns for your Shuttle to turn such that it is facing the spot where the battle previously occurred, and there is also no saying for sure that the focal point of the battle would not have shifted by then. In that whole 2-3 turns your shuttle is not doing anything at all, not even absorbing attacks because your opponent (or rather, my opponents) totally ignore the shuttle and are going for your other ships that are actually fighting. Also, the flight path of the Shuttle is such that you are often limited to a few select paths, and it is very easy for your opponent to screw it up for you. All he needs to do is set up diagonally across the board from you and you will have problems maneuvering your Shuttle to attack position.

 

With the BH, it has much better maneuver options, it has U-turns, it has 2 agility dice and the evade action, making it somewhat more survivable. Yes, you are paying 12 more points, equal to 1 TIE fighter, but in exchange your 3attack craft is now able to take part a lot more actively in the battle, and your opponent cannot ignore it like how he can do so against the Shuttle, and the BH can hold its own for a few turns before ultimately getting taken out.

 

Also, the BH has a PS of 3, meaning your Vader can actually finish off PS2 ships before they fire. Ships like Rookie Xwings, Scimitar TIEbombers, Gold Ywings, Blue Bwings, etcetc. The rear firing arc of the BH also means that your Vader now has more targets to deal the crit to.

 

I still stand by what I said a lot earlier. Effects aside, whatever the Shuttle can do, the Firespray can do a lot better. Except maybe that FCS gunner combo.

Edited by Duraham

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With the shuttle (most of the time OMG, sometimes Kagi), I find that my opponent always ignores it, and it is only really effective for the first 2-3 rounds of combat. Afterwards, engine upgrade or no engine upgrade, it still takes 3 turns for your Shuttle to turn such that it is facing the spot where the battle previously occurred, and there is also no saying for sure that the focal point of the battle would not have shifted by then. In that whole 2-3 turns your shuttle is not doing anything at all, not even absorbing attacks because your opponent (or rather, my opponents) totally ignore the shuttle and are going for your other ships that are actually fighting. Also, the flight path of the Shuttle is such that you are often limited to a few select paths, and it is very easy for your opponent to screw it up for you. All he needs to do is set up diagonally across the board from you and you will have problems maneuvering your Shuttle to attack position.

 

With the BH, it has much better maneuver options, it has U-turns, it has 2 agility dice and the evade action, making it somewhat more survivable. Yes, you are paying 12 more points, equal to 1 TIE fighter, but in exchange your 3attack craft is now able to take part a lot more actively in the battle, and your opponent cannot ignore it like how he can do so against the Shuttle, and the BH can hold its own for a few turns before ultimately getting taken out.

 

Also, the BH has a PS of 3, meaning your Vader can actually finish off PS2 ships before they fire. Ships like Rookie Xwings, Scimitar TIEbombers, Gold Ywings, Blue Bwings, etcetc. The rear firing arc of the BH also means that your Vader now has more targets to deal the crit to.

 

I still stand by what I said a lot earlier. Effects aside, whatever the Shuttle can do, the Firespray can do a lot better. Except maybe that FCS gunner combo.

 

i find the challenge is in fitting in the right support ships. u have me thinking about the viability of a doom BH next to a shuttle with gunner/FCS/Engine Upgrade. i think a few bombers as escort could work. so many options with this game.

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im tweeking this squads:

 

100pts

Bobba Fett + Swarm Tactics + Recon Specialist (44)

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Omicron Group Pilot + Darth Vader (24)

 

100pts

Bobba Fett + Swarm Tactics + Recon Specialist (44)

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Academy Pilot (12)

Academy Pilot (12)

 

100pts

Bounty Hunter + Darth Vader (36)

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Edited by The_Brown_Bomber

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I think your original 3 sets of upgrades are my favorite for the Firespray-31.

I don't think Vader BH is the way to go. If your opponent is not seeing your shuttle as a threat you are probably either rolling really poorly or doing something else wrong.

Also, unless it takes out a very important enemy ship, never kill your own shuttle. Force your opponent to spend the resources to finish it. 3-4 dice with TL/focus is a powerhouse if left alone. Also, plan ahead! You do know where the battle will be taking place in 2 turns as you are half of it! Not always optimal and if you do it every time you're predictable but you can force your opponent to either A) not be able to shoot you, or B) have to move in shuttle arc to do so. Big bank or Kturn away and regroup unless you have some really really choice positioning. Of course I've been playing dual BH and doom shuttle so the tactic is more viable.

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