The Triple-Threat

By DraconPyrothayan, in X-Wing

Posting this from work as a placeholder for future analysis, concerning this list:

Bounty Hunter

-={33}=-

Bounty Hunter

-={33}=-

Bounty Hunter

-={33}=-

Lots of great things going on in this list, and I'd like to hear what y'all think on it before I post the Dracon-Patented 5-page analysis.

It's an older list. Effective, but still beatable. I've played it twice and beaten it twice, but it was also against the same guy making the same mistakes.... twice. Lot of hull to go through, so you HAVE to focus one down. After the first one is dead, then you have a shot.

Lots of great things going on in this list, and I'd like to hear what y'all think on it before I post the Dracon-Patented 5-page analysis.

Bring on the exhaustive (exhausting?) analysis!!!

One of my favorites. I've won a tournament with it, and two others with variants that drop one BH for some variety of shuttle (Doom Shuttle, Engine Shuttle, Tac/Gunner shuttle, etc.) and usually adds a Tactician to each BH.

It's a very capable list, but has to be flown very well to hold it's own against anything too arc dodgy.

The list has evolved (for me), into:

Bounty Hunter — Firespray-31 33
Ship Total: 33

Bounty Hunter — Firespray-31 33
Ship Total: 33

Soontir Fel — TIE Interceptor 27
Push the Limit 3
Autothrusters 2
Twin Ion Engine Mk. II 1
Royal Guard TIE 0
Ship Total: 33

-99

Looking forward to the analysis of the old one though.

Posting this from work as a placeholder for future analysis, concerning this list:

Bounty Hunter

-={33}=-

Bounty Hunter

-={33}=-

Bounty Hunter

-={33}=-

Lots of great things going on in this list, and I'd like to hear what y'all think on it before I post the Dracon-Patented 5-page analysis.

Obviously that first one needs Slave one and the Second one needs andrasta

Do green threes really help soontir that much? I'd rather have TC.

I liked it... bit bland. I like 2 + something else 33-y.

Can't wait for K for Scum so I can do 2 Merc and 1 Ace with some illicits.

It's an older list, sir, but it checks out. Effective, but still beatable. I've played it twice and beaten it twice, but it was also against the same guy making the same mistakes.... twice. Lot of hull to go through, so you HAVE to focus one down. After the first one is dead, then you have a shot.

fixed

The real Triple threat is Soontir, Juno and Maarek!

Tripler Slavers with K4s and Damps. :D

Edited by MegaSilver

Tripler Slavers with K4s and Damps. :D

fins!

Surely Tactical Jammer could be a useful point in there.

In a TLT dominated meta it might actually be pretty decent to be honest. Thats a lot of hit points to chew through with good fire arcs.

It did get me thinking about a Scum equivalent.

Ragtag

Trandoshan Slaver

Mandalorian Merc

IG-88C? (I don't who would be better, maybe D, but A could work also)

You could drop the Mando take another Slaver and get 6 points to play with but where is the fun in that.

the thing the spray has over the yv ito tlts is the spray's relatively maneuverable and has double arcs to fling itself into range 1 with

the higher ps is just a bonus

The Firespray as portrayed in this list is a beautiful jouster: 3 attack, PS 3, 10 hp, 2 agility, 3 actions, a large base, and an awesome dial.

In triplicate!

Jousters are the more rarely seen 3rd cousin to the Dodgers and the Tanks in todays metagame, but they definitely have their place.

They live by the mantra "If I get to shoot you as often as you get to shoot me, I win".

That's the main reason we're having such problems with turreted ships of 3+ attack: They don't have the "If" at the start of the topic.

Anyway, the raw stats of this fleet are quite promising, weighing in at 6 Kihraxzworth of survivability to 3 Kiraxzworth of offense... sorta.

See, there are several distinct advantages for this list vs the appx 4.5 Kihraxz breakdown above.

  1. Pilot Skill (3)
  2. Action Bar (TL, F, Evade)
  3. Mobility (Large Base)
  4. Health Distribution
  5. Auxiliary Arcs

I did promise 5 pages, didn't I? :D

I was planning: Trandoshan Slaver (29), IG88-B (36), Bounty Hunter (35)

IG-88B would be worthless without a cannon upgrade, any of the other 3 would be better.

PILOT SKILL (3)

We've spent waves 4-6 in a "9+ or Bust!" decree of PS.

However, now that Wave 7 has hit, we have several counter-builds to that Pic and Gorc meta that operate at PS 1-2.

Twin Laser Turrets, AC/DC, and a preponderance of beautiful Mine and Ordnance buffs are working to bring the world back to a Wave III skill-level.

PS 3-5 are stuck between the goliaths.

Vs the low PS lists, you may as well have PS 9.

Vs the high PS lists you may as well have PS 0.

We can use both to our advantage.

Advantages for our list of having High PS

We move later, so their actions cannot react to our positions.

We move later, so our actions can react to their positions.

We shoot first, so we can use offense to weaken their offense.

Advantages for our list of having Low PS

We move first, so their actions can be blocked.

We move first, so there is no interfering with our maneuvers.

We shoot later, so our Focus action is more definite.

We shoot later, so we fire into lesser defenses.

There are some controversial statements there, particularly in the Action realm. Lets unpack that.

Picture the following:

  • There are two opposing pairs of nearly identical ships.
  • Each ship has a single Focus token.
  • All ships can fire on their opponents at equal ranges.
  • One pair is PS 9, and one pair is PS 1

Both lists want to concentrate fire, killing a single one of their opposing ships outright, rather than damaging both, as that reduces the options and firepower of the opposing list, strengthening your chance of victory.

The pair of ships at PS 9 therefore face a conundrum:

If either uses their focus Offensively, the defenders can mass fire on the now focusless attacker. Meanwhile, the attacker's buffed damage would be hitting a defender who theoretically can use their focus to counter it if necessary. Is it worth it to attack without spending the focus to hold it for a defense which might not be needed, as the defenders can always attack the other ship, thus rendering your focus token impotent in its entirety?

The pair of ships at PS 1 have no such conundrum.

If the ship is attacked and can use the focus token to block damage, this is the ideal use of the focus token, as damage dodged today is damage you can return tomorrow.

If the ship is not attacked, or cannot use their focus token to block damage, then you can still use the focus token offensively without fear of reprisal. Moreover, it may be facing an opponent who spent their focus token offensively against your ally, giving you an uncounterable damage boost.

This results in the Focus token being more powerful in the hands of a lower PS ship, paradoxically resulting in greater damage over time in their hands.

This is counterweighed by the ships with greater PS being given the option to Target Lock for offense, or Evade for defense, both of which are more potent in the specialized field than a Focus, but cannot be used to switch-hit (without R7 or Kir Kanos).

Action Bar

The Firespray-31 is unique in the game for having these three actions natively without either Barrel-Roll or Boost accompanying it.

The Millenium Falcon's Title grants it entry into the club as well, but only in the singular.

Target Lock

Is the most powerful offensive upgrade at our disposal. It maintains the 3:1 Hit/Crit ratio, and most importantly can be used in later rounds if not needed for offense in this one

Focus

Is the well-known workhorse analyzed in my previous comment, and is always a good option.

Evade

On a ship with only 2 agility, Evade has a greater chance of use defensively than does Focus.

When should I use them, though?

As illustrated above, Focus is always a good choice if you are a lower PS than your opponent.
If you are a higher PS than your opponent, suddenly you have two questions to answer to decide your action.

These questions are useful to low PS pilots as well, if you can predict what is coming.

  1. Will I be Attacking?
  2. Will I be Attacked?

If "Yes" to the first and "No" to the second, Target Lock (unless you want to conceal your target until you fire)

If "Yes" to the first and "Yes" to the second, Focus. (You face the dilemma either way, and at least with Focus you get to choose in the moment.)

If "No" to the first and "No" to the second, Target Lock. (As it persists between rounds, this is the only action that would impact the game)

If "No" to the first and "Yes" to the second, Evade.

Evade can also be used in the Y/Y scenario if you are close enough to death to fear for your chance of dealing damage at all.

Target Lock can also be used when fighting Palob Godalhi in any position of the square (which is why Palob ought to be carrying Expert Handling, but that's for another analysis).

Edited by DraconPyrothayan

Mobility

What? Mobility on a ship without Decloak, Barrel-Roll, or Boost? What are you smoking, Me?

Dear reader, I am smoking facts.

The Firespray's dial may be identical to the X-Wing (save for the exceptionally rarely used 3 Koiogran), save for two things.

  1. The Firespray has a Large Base
  2. The Firespray has an Auxiliary Arc

The Large Base gives the Firespray something like a +1 modifier on all of its maneuvers when measuring center-to-center over time.

That means that it cannot slow-roll, as its slowest maneuvers are, essentially, Speed 2. However, it keeps up with the Flankers' Speed 5 forward, and has the otherwise fictional Speed 4 turns.

Having options that few have, while not having the options that most have, can be problematic. However, this too can be used to our advantage, if combined with the second point.

Meanwhile, we cover a LOT of ground, and so can catch opponents unawares.

That Auxiliary Arc

Arguably the defining feature of the craft, this oddity is still underutilized, even though the craft is one of the oldest in the game.

The Auxiliary Arc gives the Firespray far more than just a "It covers twice the distance when it shoots".

While geometrically true, that ignores the implications of the 180* reversal of direction.

Implication the first: The Firespray is more powerful while being pursued than while pursuing.

The reasons for this are hidden in the dials of the game: Every maneuver you make carries you forward by some distance (or is stressful, and therefore non-repeatable), and every maneuver you make will land you in your former firing arc.

  • When traveling forward, the primary arc leaps ahead, covering very little overlap with the arc of the initial placement, allowing you to overshoot or sidestep your target. Even when catching the enemy in-arc, this usually results in them being able to dodge your arc.
  • However, when traveling forward, the auxiliary arc always overlaps your former position, meaning it captures any enemy ships moving into the plane you once occupied.

Yes, its strangely easier to aim out of your back than aiming forward, as you're tracking your shots. Moreover, this leads to implication no. 2:

  • If the Firespray had a 1 Turn on its dials, no obstacles, infinite field, and full memorization of your possible positions the following turn, it could guarantee that you have no possible positions to attack it where it cannot also attack you with only a single maneuver (unless you have full hypermobility with Adv. Sensors)!!!!

By which I mean, even against someone as hypermobile as Baron Fel, if I've memorized your probability-haze of positions, I can always position myself where either both of us have a shot at each other, or neither of us do.

Quite often, that is done by driving in the direction opposite of where I'd instinctively drive given a regular ship with regular arcs, and there is a hole in which that is true only if I had a 1 turn on the dial, but the Firespray's mobility and arcs can ensure that I am otherwise able to always fulfill my Jousting mantra!

That's super-potent, and the true trick to this list. An individual Firespray can't take all comers at once, but it certainly can take them mano-a-mano.

For that matter,

The fleets that are designed to deal with expensive HP have to contend with my 30 HP, Evade Actions, and 2 agility.

The fleets that are designed to overpower an expensive ship have to contend with my 33 pointers.

Three speedy ships make for delicious tactical opportunities, particularly when the Parthian Shot and Feigned Retreat are married with fighting the other two in the teeth.

...I picked a bad night for this, didn't I.

Do green threes really help soontir that much? I'd rather have TC.

They basically make him unblockable.

So I'd say yes they do! :)

...I picked a bad night for this, didn't I.