I looooove the firespray and there is no doubt that the S&V pilots are better than the imperial ones but while I see the value in the S&V faction ships they are not my favorite. I like the IG and the viper and all but I'd rather spend my limited resources on buying rebel and imp ships. Soooo I'm looking to give imp Kath some love what cards would you use to get the most use out of her ability? Does gunner mean they could potentially get two stress. I'm thinking (if gunner doesn't equal two potential stress) mangler canon, mercenary copilot, and marksmanship. Thoughts? What would you run as wingmen to help her out? Thanks for the help.
imperial Kath
Gunner is potentially 2 stress because they are different attacks. A critical still needs to be canceled each attack though. Tactician is also potentially 2 stress by itself, assuming a critical is canceled, which also works in the rear arc.
Mangos work well because it will almost always give one critical to be cancelled, but secondary weapons only work forward of course.
Recon, mango and predator (or LW). Depending on what else is in your squad.
Recon+Calculation is a cheap option too.
I've used Marksmanship with Gunner in the past. It's effective against high agility ships (Great way to take out Phantoms), but so-so against lower agility ships. With the current rise of Warthogs, it's a lot less powerful, and very expensive.
If I ran it now, I'd bring a Mangler with Gunner, or Recon + Calculation.
Mangler + tactician for possible double stress in one shot is interesting too.
Edited by ItsaconWill give Mangler+Recon+Calculation a shot soon. The problem with Kath's rule isn't just that you won't roll crits very often, it's also that regular hits are cancelled before crits, and thus the rule doesn't kick in often. With a hit becoming a crit and 1 focus becoming a crit as well, there are decent odds of getting 2 crits and a blank, 2 crits and a hit or 3 crits turn after turn.
Against high agility ships, this means you're likely to give them a stress (and those ships tend to be the ones that don't like stress).
Against low agility ships, this means you're likely to give them a pile of face-up damage cards (and those ships are not unlikely to have a lot of hull to chew through).
Good times all around.
Imp Kath I love mangler and calculation and recon spec
Mangler, recon, and calculation sound great
now if only I could get a rebel captive on her too for when they shoot back. Oh well lol
FIRESPRAY-31: · Kath Scarlet (38)
Calculation (1)
"Mangler" Cannon (4)
Stealth Device (3)
Recon Specialist (3)
LAMBDA-CLASS SHUTTLE: Omicron Group Pilot (21)
Ion Cannon (3)
· Darth Vader (3)
LAMBDA-CLASS SHUTTLE: Omicron Group Pilot (21)
Ion Cannon (3)
Wiped this up just for fun. I really think it could be a lot of fun to fly
Played two games with the Calculation+Recon+Mangler yesterday.
First against Chewie+Leebo, where I barely triggered the abilities - Chewie doesn't care about crits anyway, and wouldn't evade (m)any hits so Kath's ability doesn't do anything. Leebo had determination, so it seemed safer to get normal hits than having him discarding the pilot crits.
Second game against Wes+Luke+Wedge. Decent number of shields, so crits didn't matter at first. Wes occasionally stripped the second focus so that Calculation couldn't be used. More importantly (and as often happens when I'm flying a Firespray), I shot from the back more than half the time, so no Mangler. It did eventually matter in the final turns, shooting range 3 at Luke.. for the first shot, I rolled <crit> <hit> <blank>, making that into <crit> <crit> <crit> (which is a beautiful sight to behold). Luke got all blanks, lost the shields and took a crit. Next round was similar, and lack of range bonus from the secondary weapon may have helped a bit there. Could probably have spent those 4 points on better things though.
Played two games with the Calculation+Recon+Mangler yesterday.
First against Chewie+Leebo, where I barely triggered the abilities - Chewie doesn't care about crits anyway, and wouldn't evade (m)any hits so Kath's ability doesn't do anything. Leebo had determination, so it seemed safer to get normal hits than having him discarding the pilot crits.
Second game against Wes+Luke+Wedge. Decent number of shields, so crits didn't matter at first. Wes occasionally stripped the second focus so that Calculation couldn't be used. More importantly (and as often happens when I'm flying a Firespray), I shot from the back more than half the time, so no Mangler. It did eventually matter in the final turns, shooting range 3 at Luke.. for the first shot, I rolled <crit> <hit> <blank>, making that into <crit> <crit> <crit> (which is a beautiful sight to behold). Luke got all blanks, lost the shields and took a crit. Next round was similar, and lack of range bonus from the secondary weapon may have helped a bit there. Could probably have spent those 4 points on better things though.