Need some firespray list help.

By nikk whyte, in X-Wing

My first foray into the firespray didn't pan out very well. The dice had a lot to do with it, and some poor flying by me, so I'm changing it up.

Originally, I ran:

Bounty hunter, gunner

Echo, ACD

Black squadron x 2

Now I'm thinking about going with:

Krassis, HLC, proximity mine, merc co-pilot, slave 1 title, flechette torps (50)

Royal guard squadron, PTL x 2

That's 100 even.

Let me know what you think, and where it's weak. I got eaten alive by a BXX in the original list, for reference.

I'd get rid of the proximity mine for a seismic charge if you're set on running a bomb. Its a guarantee of a damage. As for crew I'd drop mercenary co-pilot for recon specialist if you have it.

Edit: As I've stated in two other posts I personally cannot justify the heavy laser cannon on a firespray due to the rear firing arc. But if you are deadset on it Krassis is the best choice.

Edited by TheGreedyMerchant

I love Krassis and HLC but as was said above the rec spec makes the firespray very durable and balanced on offense and defense.

I thought that the mercenary copilot might help out with those HLC shots, granting the one crit. I do like recon specialist, so I'll give it a look

I played this in a tourney a while back (in the pre-Aces days). Obviously it has a lot of similarities to what you've proposed:

Krassis Trelix (36)

Heavy Laser Cannon (7)

Recon Specialist (3)

Saber Squadron Pilot (21)

Push the Limit (3)

Stealth Device (3)

Saber Squadron Pilot (21)

Push the Limit (3)

Stealth Device (3)

Total: 100

I got slapped down pretty hard. It has a number of problems:

(1) Falcon + Gunner, which of course is all over the meta right now due to Phantom Phear , doesn't care about your Focus + Evade + extra die.

(2) You're on PS4-5, which is enough to chew up some of your points (9 of them, to be exact) but not enough to get ahead of most of the game's elite pilots. Of course elite pilots are all over the meta now, too.

(3) It's vulnerable to swings on defense. If your green dice forget how to find evade results--as we all know they occasionally do--Krassis will very quickly be your only ship left, and then he won't even be that.

(4) It's more action-dependent than most lists. Good blocking will wreck you pretty hard, as will stress.

***

So, speaking from brief but painful experience, I'd avoid Firespray + 2x Interceptors entirely. If you definitely want to run it, I'd definitely work on both the PS problem and the hp/swingy defense problem. Maybe like so:

Bounty Hunter (33)

Soontir Fel (27)

Push the Limit (3)

Hull Upgrade (3)

Stealth Device (3)

Royal Guard TIE (0)

Royal Guard Pilot (22)

Push the Limit (3)

Hull Upgrade (3)

Stealth Device (3)

Royal Guard TIE (0)

Total: 100

Or this, if you're determined not to give up on Krassis + HLC:

Krassis Trelix (36)

Heavy Laser Cannon (7)

Recon Specialist (3)

Soontir Fel (27)

Push the Limit (3)

Hull Upgrade (3)

Stealth Device (3)

Royal Guard TIE (0)

Alpha Squadron Pilot (18)

Total: 100

***

And if your preferences fall in line with mine--although I have no reason to assume they do--you could play with this variation on a list I posted in another thread yesterday:

Boba Fett (39)

Veteran Instincts (1)

Rebel Captive (3)

Engine Upgrade (4)

Soontir Fel (27)

Push the Limit (3)

Hull Upgrade (3)

Shield Upgrade (4)

Royal Guard TIE (0)

"Backstabber" (16)

Total: 100

However, the thing about seismic charges: if I've got somebody that close to my tail, I'm gonna use the auxiliary gun. Proximity lets me drop a super asteroid wherever I want, and I can potentially steer enemies into it.

However, the thing about seismic charges: if I've got somebody that close to my tail, I'm gonna use the auxiliary gun. Proximity lets me drop a super asteroid wherever I want, and I can potentially steer enemies into it.

I'm not understanding this, what does Seismic charges have to do with your auxillary gun?

First list doesn't seem that bad, maybe could drop the blacks to academies and bump the bh to boba for higher PS.

For the second list I suggest the following:

Kath + HLC + Predator + Seismic - 50

RG + PTL X 2 - 50

Total - 100

You drop the fletchette which isn't a good choice when you have hlc already. Seismic is nicer as well and saves you a third point. Merc is alright but nothing super special so that saves you another two points. Then with those 5 spare points you get +2 PS, and predator works for the same effect as Krassis on the HLC attacks, as well as being helpful on primary attacks.

However, the thing about seismic charges: if I've got somebody that close to my tail, I'm gonna use the auxiliary gun. Proximity lets me drop a super asteroid wherever I want, and I can potentially steer enemies into it.

I'm not understanding this, what does Seismic charges have to do with your auxillary gun?

I've never run bombs before, and assumed quite a few things incorrectly. Oops.

Like I said, I'm new to the firespray.

I've played almost every possible build with firesprays there are.

For the bounty hunter I like the throw Gunner on it. Over all a solid 38 points.

For Krasses a secondary is a must. You can go with Heavy Lasers or Ion cannon with Rebel Captive is always fun.

Scarlet with marksmen can be good but not a must.

Boba with navigator can be amazing in the right hands.

I use to throw Push on Scarlet and Boba with Heavy Lasers but now predator seems to be the better choice.

Engine upgrade is also great to throw on scarlet or fett. Can get you out of same jams or put your opponent in your line of fire.

Tactician I think could be a great option for these ships. Yet to try it out.

Based on your build lists you posted here are two I think you'll like.

Red Squad

Kath Scarlet w/Marks and Gunner. (I some times shoot at ships I know I most likely wont hit just to put a stress on them then use gunner to shoot at a easier target.)

Royal Guard Pilot X2 both w/ Push and Targeting Computers.

Fast and the ferrous Squad

Omnicron w/Vader aka Doom Shuttle

Krassis Trelix w/ Ion cannon & Rebel Captive

Soontir Fel w/ Push.

Now your left with 4 points. You could throw engine upgrade on Krassis, stealth or shield upgrade on Fel, APL on both ships.

Check out some great firespray action on my youtube channel.

However, the thing about seismic charges: if I've got somebody that close to my tail, I'm gonna use the auxiliary gun. Proximity lets me drop a super asteroid wherever I want, and I can potentially steer enemies into it.

I'm not understanding this, what does Seismic charges have to do with your auxillary gun?

I've never run bombs before, and assumed quite a few things incorrectly. Oops.

Like I said, I'm new to the firespray.

No problem, I usually prefer siesmics over the mine. Its usually easier to land a hit with siesmics. Problem with the mine is the opponent can usually dodge it, and also you have to contend with it as well. If you are not good at flying the FS yet, I would stick with Siesmics. Great 2 point upgrade, especially if you can land a hit on a few enemy ships.

Firesprays are pretty solid off the assembly line. I usually keep upgrades at a minimum.

And nothing wrong with a pair of PTL interceptors. I'd throw in one more ship though just to fatten the list a bit.

So on that note, I have a few suggestions for your list.

Firespray-31(33)+Seismic Charge(2). Can drop bomb and fire same turn. Good way to inflict a bit of auto-damage if in a furball...or as a finisher on those ships with just 1 HP left that just won't die.

Royal Guard Tie Interceptors(26)+PTL(3)...drop down to the PS4 Saber Squadron(21)+PTL(3) versions for a few more points.

Backstabber(16)

99 points.

You also have enough for one of my "fun" lists. Basically the big bad of the Empire plus a couple of scrubs fresh from the Academy.

Fett(39)+Seismic(2)

Vader(29)+Squad Leader(2)

2xAcademy Ties(12)

96 points (4 points left over for initiative bid/upgrades)

Edited by Tiltowait

Have you considered a Proton Bomb? It is kind of pricey, but it bypasses shields and can act as an effective deterrent against ships flying in your 6.

How about this:

Bounty Hunter with Proton Bomb and Gunner

Scimitar Squadron Pilot with Flechette Torpedoes x 2 and a Seismic Charge

Soontir Fel with Royal Guard title, Outmaneuver, Stealth Device and a Targeting Computer

The Firespray and bomber can tool around together and both can take a hit so you can joust right into the enemy and drop the bombs after you cross paths. Or the enemy will break formation and scatter to avoid the bombs and get picked off by Baron Fel. The torps are cheap and make ships predictable.

I ran the second list in the OP to devastating effect tonight against rexler brath and 3 named Ties (night beast, mauler, and dark curse)

Granted, my opponent is still pretty new to the game, and performs a little better whenever I build his list. But still. I didn't lose a ship. He took the bait and chased the firespray while the squints danced around to the side and made an absolute mess of the Ties. The proximity mine worked pretty well, and HLC only came into use once, but that's because I knew I could fall back on the rear arc. 3 dice is still good.

I could probably drop enough of the extra goodies to squeeze in some better upgrades, but hell, when the dice are with you any list can be a fun one.

Has anyone tried Bounty Hunter + Recon Specialist, Doombus, and 2 Gamma Squadron bombers with seismic charges? I feel like that would be a really tanky, solid list, but worry about it's damage output

I almost always use the basic Bounty Hunter.

My current list is;

BH with Rebel Captive

BH with Tactician

OGP with gunner & FCS.

I've had great success only losing 2 of 9/10 games so far, I'm running it at a tournament this weekend so will see how it does then but its such a tough list & deals out so much stress that it limits my opponents options. My regular opponents have been creating lists to counter it & still it keeps winning!

I love rebel captive, It makes pilots like Fel either not use PTL or not shoot or go double stressed, all are good for me!

When I run Krassis I like to find a way to work Jonus in. Krassis ability, plus Jonus is like having a free target lock, well close enough. Bomber is pretty beefy and Jonus is one of the rare Imperial ships that offers some sort of synergy to his allies. 1pt. for munitions failsafe and assault missiles means never feeling like an ass when you flub a roll against rival swarms. :)

I'd proably go

Krassis (HLC, Recon Spec or Captive)

Jonus (Swarm Tactics, Munitions Failsafe, Proton Torp)

Scimitar (Proton Torp x2, Munitions Failsafe)

Or some minor variation thereof.

-Cal

I am also working on this Krassis - Jonus based list.

My suggestion:

========
Nuke You
========
100 points
Pilots
------
Krassis Trelix (47)
Firespray-31 (36), Heavy Laser Cannon (7), Engine Upgrade (4)
Captain Jonus (26)
TIE Bomber (22), Flechette Torpedo (2), Swarm Tactics (2)
Scimitar Squadron Pilot (27)
TIE Bomber (16), Flechette Torpedo (2), Cluster Missiles (4), Concussion Missiles (4), Munitions Failsafe (1)
---------------------------------------------
what do you think ?

Krassis + HLC + Recon specialist is probably the most efficient Firespray there is. If you know people who want to get cute and flank the HLC just stick Seismic on as well. Any more points is a sink, really. Every time I see a maneuver that sets up a rear arc no return fire maneuver I get giddy.

Hi! My current BHs list for local league:

BH + tactician + S. charge x2

Royal G + PTL

Tacticians shows to be really anoiyng specially agaisnt Falcon or Phantoms. Keeping Solo under stress and rank 3 as been the best strategy for me until now.

Ran this earlier this week and it really screwed people up:

Krassis - HLC, Rec Spec, Seismic

Carnor Jax - PtL, Hull + Shield

Dark Curse

Hi! My current BHs list for local league:

BH + tactician + S. charge x2

Royal G + PTL

Tacticians shows to be really anoiyng specially agaisnt Falcon or Phantoms. Keeping Solo under stress and rank 3 as been the best strategy for me until now.

I lean toward all the stress combos also. Before I realized this was an older thread I was going to suggest this below, then your post re-prompted me:

Kath Scarlet (38)

Ion Cannon (3)

Tactician (2)

"Echo" (30)

Tactician (2)

Advanced Cloaking Device (4)

"Howlrunner" (18)

Hull Upgrade (3)

Total: 100

View in Yet Another Squad Builder

Kath Scarlet (38)

Ion Cannon (3)

Tactician (2)

"Echo" (30)

Tactician (2)

Advanced Cloaking Device (4)

"Howlrunner" (18)

Hull Upgrade (3)

Total: 100

View in Yet Another Squad Builder

What's your reason for including Howlrunner here? It's going to be hard for her to stay in range of Echo, and you could easily dial it back to someone like Backstabber or Night Beast and have 5-6 points to spend on EPTs on Kath and Echo.

Kath Scarlet (38)

Ion Cannon (3)

Tactician (2)

"Echo" (30)

Tactician (2)

Advanced Cloaking Device (4)

"Howlrunner" (18)

Hull Upgrade (3)

Total: 100

View in Yet Another Squad Builder

What's your reason for including Howlrunner here? It's going to be hard for her to stay in range of Echo, and you could easily dial it back to someone like Backstabber or Night Beast and have 5-6 points to spend on EPTs on Kath and Echo.

Mainly it's my appreciation of the Geordan's squad builder, and just an idea that I thought might not have been considered. But also her PS8 does make it easier for her to keep up with Kath, and all three are close in PS. I wouldn't disagree with EPTs, but I went for simpler because the disruption objective is met as is. Plus there's the babe factor. Something like this is what you mean:

Kath Scarlet (38)
Marksmanship (3)
Ion Cannon (3)
Tactician (2)
"Echo" (30)
Outmaneuver (3)
Tactician (2)
Advanced Cloaking Device (4)
"Night Beast" (15)
Total: 100
That raises an interesting question for me, I hadn't thought it through before, but when using the Ion cannon would the one damage be a critical because of Marksmanship. I think not because the damage is the result of the hit not the dice, but I would keep Marksmanship for the primary weapon as it makes more certain that you give two stress.
Edited by gabe69velasquez