Which Dual Firespray list?

By markcsoul, in X-Wing

So I've been playing dual firespray pretty exclusively the past couple months. Have over 50 games in.

I've been trying to find the optimal (for me) build that doesn't use any support ships, just the two firesprays themselves.

After playing around with many different upgrade configurations I thought I had gotten the best squad recently with:

Squad A - 100 pts

Kath + Predator + Recon + Hull + Seismic

Krassis + HLC + Recon + Hull + Seismic

However after a bad series of games lately, I started having doubts again, so I tried 2 new squads out.

Squad B - 99 pts

Kath + Predator + HLC + Recon + Seismic

Krassis + HLC + Recon

Squad C - 100 pts

Kath + Predator + Assault + Recon + Hull + Seismic

Krassis + Proton + Recon + Hull

I'm trying to mix good defense (since there's only two ships) with a strong alpha strike to ideally take out a ship early before it fires to improve my chances.

Which one would you pick? Please no alternate suggestions.

That's a lot of upgrades on just a few ships...

Is a dial fs list viable? Love those models, and the thought of flying a fleet of bounty hunters! I'm currently a rebel player, but this type of force sounds fun! Was also entertaining the idea of bh with two shuttles armed with hlc... An all big-ship imperial fleet could also be fun! so anyway, how did those 50 games with 2 firesprays pan out?

I would personally go with this

Bounty Hunter

-recon specialist

Bounty Hunter

-recon specialist

Omnicron shuttle

-heavy laser cannon

Comes to 98 points for initiative steal. The bounty hunters are going to focus every turn and have one for attack and defend while the shuttle HLC's everything with its wide arc and slow dial.

Kath and Krassis seem to be a really potent combination to me (on paper, at least).

I'm personally looking at trying to maximise their individual abilities - Krassis with the secondary weapon re-rolls, Kath with the ability to dish out stress through criticals.

HLC and either Mercenary Co-pilot or Gunner seem good options on Krassis. Mercenary Co-pilot, Gunner or Rebel Captive seem like good for Kath, with Marksmanship for EPT. I thought there might be a case for autoblaster on Kath as well, I'm not convinced...

Yes dual firespray is definetly viable. I've won a lot of games (and lost a lot of games) with it. I started out with a losing record, then about 50/50, and now I win a bit more than I lose. The more I play with it the better I get. I feel when flown well it can be just as good as dual falcon (and I've even beaten a dual falcon with it).

Like I said I've done A LOT of play testing wtih this build, so I have a pretty good idea what upgrades work or don't work at this point.

I'm just having a hard time deciding between these 3 options. Just need some people to pick A, B, or C, not list other suggestions.

Honestly, I faced a guy in my group on Monday whom I have NEVER been able to beat before. He tried out similar dual Firespray builds and I actually beat him 3 games in a row! So I'm of the opinion that they are not very good. He had trouble getting seismic charges off, so he dropped those. Then he realized that Recon Specialist was great for defense, but he needed more offense with only two shots each round, and switched to Gunner. That was my hardest match, so I think Gunner is the ticket. Oh, I also maneuvered so that HLC never got used in any of the three games (though he did get quite a few Range 1 shots with Krassis Trelix).

But with the squads you've listed, I'll have to choose C. Assault Missiles with Predator will be a boon against many swarm and Rebel synergy squads. And if not, at least it's a 4-dice range three attack that they don't get the bonus agility die for.

I would personally go with this

Bounty Hunter

-recon specialist

Bounty Hunter

-recon specialist

Omnicron shuttle

-heavy laser cannon

Comes to 98 points for initiative steal. The bounty hunters are going to focus every turn and have one for attack and defend while the shuttle HLC's everything with its wide arc and slow dial.

Agent, i agree with most of this list but HLC on omicron is wasted imo unless u put more points into making it work (engine upgrade and merc copilot, perhaps even TWO merc copilot) but to do this u will have to go with a single firespray. wout at least engine upgrade omicron will get few shots away with that HLC before it gets flanked and terribly out flown by smaller craft.

Instead id suggest...

Bounty Hunter

-recon specialist

Bounty Hunter

-recon specialist

Omnicron ("Zoom")shuttle

-engine upgrade

-advanced sensors

its the exact same points but u r gaining mobility from bank boosting before it sharp turns allowing for faster turning and more efficient lining up of enemy ships in your firing arc, ur gaining unpredictability too - a shuttle that has speed to flank early in the battle and run when it gets into trouble, a very good blocker (yes i know u can do this even with ur HLC version but now u can move unpredictably to get ur shuttle into spots they wont expect you to). I hear you thinking "Is adv. sensors plus boost really that good?" YES it is. try it and see for yourself.

Edited by The_Brown_Bomber

I'm just having a hard time deciding between these 3 options. Just need some people to pick A, B, or C, not list other suggestions.

I hope you realize that's an unfair imposition.

Having played quite a bit of 2+ Firespray myself, I have concluded that you either need to go this route:

Bounty Hunter + Recon Specialist [x2]

Plus 3rd ship of choice (I prefer a souped up Royal Guard Interceptor over the Omicron, but if you want Omicron, I like Advanced Sensors/Engine Upgrade)

Triple naked Bounty Hunter

or, if using the double-named pilots, they have to be maneuverable. You only have two ships, you need to avoid fire or at least mitigate it by getting to Range 3/behind asteroids as much as possible. This means Expert Handling and/or Engine Upgrade. If you run EH, a gunner is almost required to keep getting consistent offense. It also helps against action denial lists. If you run EU, consider PTL plus Recon Specialist. With an EU, you can still use green maneuvers to burn stress and get pretty far using Boost.

I am not a huge fan of the HLC on anyone but Krassis since the strength of the Firespray is having that rear arc, so I find building and flying to use it (boost to adjust arc angles, overshooting targets, etc.) works much better than trying to finagle front arc HLC opportunities, particularly with dual Firespray lists.

Edited by R2ShihTzu

or, if using the double-named pilots, they have to be maneuverable. You only have two ships, you need to avoid fire or at least mitigate it by getting to Range 3/behind asteroids as much as possible. This means Expert Handling and/or Engine Upgrade. If you run EH, a gunner is almost required to keep getting consistent offense. It also helps against action denial lists. If you run EU, consider PTL plus Recon Specialist. With an EU, you can still use green maneuvers to burn stress and get pretty far using Boost.

This probably explains why I so handily beat a player I had never beaten before, and 3 times in a row, no less. That is some good insight. He has been running 3x Bounty Hunters for over 6 months now, so he was likelly flying Krassis and Kath as if they were BH's.

As mentioned by others your PTL and Recon Squad IS great.

Double Focus and Evade holds the Firesprays alive an helps in Damage dealing.

But with your HLC you need to take them in your front arc, and with Recon and PTL an action denial move from your opponent takes the actions from your Firesprays and you have just lost 3 to 6 Points.

And also as mentioned Gunner seems to be a good substitution for the HLC to make sure you will do some Damage.

I know you said no to new List, but maybe you could use this as an inspiration.

Predators
96

4 Points to spend. 2 Seismic Charges or Engine Boost on Boba.

Kath Flechette Torpedo is actually meant to not hit.

With TL spend on firing the Torpedo you will most likely wont hit anything. With Predator you can reroll one die.

With Munition Failsafe this could be your forward attack every turn. If the Opponent Cancels a Crit the better. After you caused stress through the torpedo and maybe Kath Skill your second Gunner Attack kicks in. Also reroll through Predator.

And Boba is just Boba. See that you pass the Enemy and that he stays on your six while you double pound them with the Gunner.

The boon of Gunner and Predator is that it will still work if your opponent has blocked you and you have no Action this turn.

As long as the points are right we could do: BH/BH/Onyx with 2 points left over.