Looking for advice of the Firespray.
1) What are some good builds?
2) How would you use them in combat?
I am thinking about bring three Fire sprays but how would I fly them. Close together as in formation, or free style?
Looking for advice of the Firespray.
1) What are some good builds?
2) How would you use them in combat?
I am thinking about bring three Fire sprays but how would I fly them. Close together as in formation, or free style?
Bounty hunter- gunner- engine upgrade
What do you want to do with them?
Krassis Trellix with Shield Upgrade, HLC and Rebel Captive is my favorite
BH + recon specialist
I'm going to preface this with I generally don't like to pour points into a single model, but I've been mostly pleased with Kath+Vet Instincts +Merc co pilot.
I faced 3x bounty sprays tonight..
My force was an EWing (PS1), BWing (blue), Z95 (bandit) and a rookie XWing..
Stripped the shields of 2 sprays and took a few hull from them even. The 3rd was down to its last shield.
Sprays are not easy to defeat.
I personally like just a BH, maybe one upgrade depending on other ships in squad.
On to your question... with three it would depend on how the opponent sets up and what he has left to place but I would try and go for 2 together and the 3rd in a flank of some sort. If he has most ships above PS3, I would group them all together and play it by ear to split them.
I mostly run mine like this:
Kath: Gunner and Seismic Charge
I don't like to put a lot of upgrades on ships because it just makes them big targets for concentrated fire. At least at 100 points I think it is better to have quantity versus quality on the Imperial side.
Lots of ways to use a single Firespray. One way (ok you have 1 point left) to use three Firespray in 100; keep them close enough they can come to the aid of the others but not so close they get in each others way. A lot of options to run two including just replacing the third Bounty Hunter with other options to upgrading the remaining two with a lesser, or maybe even no, third ship.
I have been loving Boba/Kath with Predator, Recon Specialist, and Seismic Charge (and Hull Upgrade if the points present themselves.) This loadout is an offensive nightmare, and is also really good on defense as it always has at least 1 focus token for the evade roll (unless it bumps.) Boba kitted this way with 4 academies is a list i strongly considered for the tournament I'm attending tomorrow
I used the following the other evening;
BH
Tactician
BH
Rebel captive
Seismic charge
OGP
APL
Navigator
Intel Agent
the stress causing abilities of this list [provided my opponents with some real issues, at one point soonti fel refused to take a range 1 shot at the rebel captive BH because he already had a stress!!! I won 3 out of 4 games (the final game was the 3rd against the same player who had finally worked out how to kind of beat the list)
I'm going to change out some of the upgrades from the shuttle as the APL combo didn't do much for me in this build, not entirely sure where to spend thos 6 points though.
Edited by SkindogKath or Boba with Predator and HLC is AWESOME.
There is no one best build.
As for how to fly the ship, you can get a lot of clues from comparing it to the X-wing: it has a dial looks a lot like the X-wing's (although you'll fly it somewhat differently due to the Large base), it has the X-wing's Attack and Agility, and it has twice the X-wing's hit points.
So first, you have a ship that functions differently from the rest of its faction: it's a high-investment ship that can take a punch or two without failing.
Second, you have a ship that's not terribly agile--its dial is serviceable but not great, and (by default) it lacks the option to barrel roll or boost.
Third, you have a ship that represents about 160% of what a Rebel list would invest for the same firepower, and about 180% of what an Imperial list pays for its cheapest ship with 3 Attack. That suggests it has a lot of work to do in order to justify the reduction in the number of attacks.
The last missing bit, though, is something no other ship has: the auxiliary firing arc. It makes up for some of #3, because you can maintain a firing arc when other ships couldn't, as well as #2, because you don't need to be agile when you can fly past your opponent and keep attacking.
***
So, when thinking about builds, you want to know how the build reflects the way you'll need to fly this ship. That is, it's likely to make a pretty straightforward approach and take some fire on its way in, but it also needs to stick around for a while in order to make up for its low offensive efficiency. And when you add upgrades, you also need to take into account that the more expensive the ship is, the higher your opponent's reward is for killing it--and the harder it has to work to justif ythat cost.
Alternately, you can alter the way the ship flies. That is, you can build around Expert Handling or an Engine Upgrade, in order to make it more agile and avoid enemy fire--although that implies its own challenges, particularly in making sure you give your opponent something else to shoot at.
***
So here are a couple of Firespray lists you might play around with.
(1) Here, you have two Firesprays. One makes use of Krassis' pilot ability and the Heavy Laser Cannon to improve its offense; the Rebel Captive helps provide an incentive not to attack Krassis (or a punishment for doing so), and the Bounty Hunter and Interceptor round out the list's firepower. This list will probably struggle with Phantoms, but otherwise it's a fairly effective all-arounder.
Krassis Trelix (36)
Heavy Laser Cannon (7)
Rebel Captive (3)
Bounty Hunter (33)
Recon Specialist (3)
Alpha Squadron Pilot (18)
Total: 100
(2) This list also uses double Firesprays, but this time you have a fully kitted-out Boba Fett. It was my Regionals list, and although it's not perfect, I think it's a good way to get comfortable with a high-PS Firespray that's planning for maneuverability rather than brawling.
Boba Fett (39)
Veteran Instincts (1)
Rebel Captive (3)
Engine Upgrade (4)
Bounty Hunter (33)
Darth Vader (3)
"Backstabber" (16)
Total: 99
(3) This list is solely interesting in brawling with the Firespray, though. The Recon Specialist helps round out its abilities by giving it a focus token for attack and another for defense, but mainly it's there to give the TIE Fighters an escort with some backbone while Whisper shreds your opponent's flank.
Bounty Hunter (33)
Recon Specialist (3)
Academy Pilot (12)
Academy Pilot (12)
"Whisper" (32)
Veteran Instincts (1)
Rebel Captive (3)
Advanced Cloaking Device (4)
Total: 100
(4) And here is list with a single Firespray escorted by a "mini-swarm". The idea is that Kath is a substantial and self-reliant threat on her own, so you can deploy her at Range 3 or so from Howlrunner and friends. That forces your opponent to choose which group to engage, allowing the other group to freely select targets without taking fire in return.
Mini-swarms were hot for a little while; this is another list that could struggle to take down a Phantom list, but it should be fairly strong against the Falcon lists that are emerging as the primary counter-move to the Phantom menace.
Kath Scarlet (38)
Predator (3)
Recon Specialist (3)
"Howlrunner" (18)
Swarm Tactics (2)
Academy Pilot (12)
Academy Pilot (12)
Academy Pilot (12)
Total: 100
Firesprays are big, beefy ships with a solid set of maneuvers, good array of options, nice stable of pilots and the awesome auxiliary firing arc. Combine their decent maneuverability (all speed banks, hard 2s and 3s, 1-4 straight, 3 and 4 Ks) with their 2 firing arcs and they can threaten a big chunk of the board.
Firespray builds can vary from bare bones to tricked out and they all work well in their own role.
Bounty Hunter w/ Recon Specialist (36)
About as cheap as a Firespray can get, this set up gives you durability and flexibility from the double Focus.
Krassis w/ Heavy Laser Cannon, Rebel Captive (46)
Pricier, but Krassis's ability works great on the HLC while Rebel Captive serves as a deterrent/punishment for firing at him, typically at range 2 or 3.
Kath w/ Expert Handling, Predator, Tactician (45)
Similar price, but this one plays very differently. Kath's ability is naturally debilitating, but tack on an additional stress from Tactician and a barrel roll to either avoid arcs, catch ships trying to dodge or just set up for another range 2 attack for more stress.
Boba Fett w/ Veteran Instincts, Navigator, Engine Upgrade (47)
The infamous Fettigator. This set up is entirely focused on staying out of arc and being rather annoying to catch.
That's far from anything definitive, mind you. Firesprays are very versatile, so you'll see lots of variation.
I'm going to change out some of the upgrades from the shuttle as the APL combo didn't do much for me in this build, not entirely sure where to spend thos 6 points though.
Easy!
FCS and Gunner on the Shuttle. (you may need to drop the Seismics though).
Thanks every one!
I've run many firesprays in various configurations... but one thing I can't do is run one without Engine Upgrade.
BH
Tactician
BH
Tactician
OGP
Advanced Sensors
Tactician
EU
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kath + expert handling + gunner is also a nice base to build a squad from.
BH/Shuttle/Defender makes for a tough as nails list. starts at 84 points so you can customize for days.
I'm going to change out some of the upgrades from the shuttle as the APL combo didn't do much for me in this build, not entirely sure where to spend thos 6 points though.
Easy!
FCS and Gunner on the Shuttle. (you may need to drop the Seismics though).
that's not a bad shout, I'll give it a try!
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What do you want to do with them?
Win! :-)
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