comparing apples and oranges;
they both have a big base - and that's about it concerning the things in common.
both have their uses, both their weaknesses.
just fly them both and see whether you like the apple or the orange more ![]()
comparing apples and oranges;
they both have a big base - and that's about it concerning the things in common.
both have their uses, both their weaknesses.
just fly them both and see whether you like the apple or the orange more ![]()
I can't get behind the argument of Firesprays being overpriced. That rear arch, awesome dial, evade, and 2 greens has to cost something. Base YV is 29 and the base Firespray is 33. Four points is buying a lot!
Yea, the Imperial Bounty Hunter at 33 points is pretty **** cost-efficient for having two firing arcs.
In my opinion, the true curse for both of these ships is that they're very easy to load up with points but can explode if you're not careful.
Firesprays at least have potential for damage mitigation (e.g. PTL focus evade, RecSpec). As for the YV-666, the best defensive option you have is flying the hell out of it with EU. And even then it will probably explode.
I love the YV, its a cruiser rather than a dogfighter, i use moralo and stick a HLC on it for heavy ranged firepower. I also like the outlaw tech for free focuses when hitting reds, i also quite like navigator and intelligence agent to give me more ability to react.
If someone does manage to get into my rear arc, i can either hard+boost to loop round for a HLC shot, or, i can slam on the brakes and make the enemy eat my thrusters.
If i have spare points i stick on anti-pursuit lasers and feedback array. Feedback array is fantastic on a ship with a red stop, 12 hit points and essentially and immunity to the single ion token it inflicts
.
I am also in the mindset that if i need a firespray i take and aggressor, if i need a heavy gunship i take the YV.
You could have both and still have plenty point left over! ![]()
I had success and a lot of fun with this list:
Latts Razzi: K-4, Engine Upgrade (40)
Talonbane Cobra: Predator, Engine Upgrade (35)
2x Binayre Pirates (24)
Set up the YV near one of the board edges and the fighters a bit further away and try to pincer. Preferably, you want to drop a juicy target's agility for Talonbane to take a range 1 shot but many times I found myself saving the TL for Razzi's own shot if the target didn't have more than one or two agility anyway.
I am hesitant to run a YV-666 without Engine Upgrade, that huge arc means that a 3 hard plus boost let me shoot things that were sitting right behind me. Had a match that came down to my shieldless YV vs two clean Binayre Pirates and Latts took them down one by one by running away with boost then pulling the 3 hard + boost to get them in arc.
The Glorious Firesparay is William Wallace and the Big Bad YV is Hamish.


Kinda how I see it.
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I think YVs are a lot better at the low point range, keeping them under 40 points, whereas it's almost impossible to build a good 40 point Firespray. On the other hand, a super-Kath or Boba build beats the pants off of a super-Bossk build IMO because of the YV's issues with aces getting in the blind spot.
You should try daredevil on bossk with EU....hard three then a hard one you get all up in there arc...
Mando merc with predator and tactician has done well for me as a 40 point firespray.
I have alot of fun with a Mando Merc + Predator + Recon Spec. Plenty of room for Z-95s, or a pair of Black Sun Kihraxz's (with pred), which makes everyone PS5.
Haven't had any games using a YV-666 yet, but will probably try something similar with a cheap YV and a mini swarm.
From facing off against Fat YV's, I've seen how quick they go down so I agree they should be kept on the cheap side.
YV-666: Trandoshan Slaver (29)
· Greedo (1)
Firespray-31: Mandalorian Mercenary (35)
Firespray-31: Mandalorian Mercenary (35)
Just realized this is possible. Thoughts?
Naked MM could be almost anything else and it would be more efficient
YV-666: · Bossk (35)
Daredevil (3)
Engine Upgrade (4)
Outlaw Tech (2)
Mercenary Copilot (2)
StarViper: Black Sun Enforcer (25)
Autothrusters (2)
StarViper: Black Sun Enforcer (25)
Autothrusters (2)
Set them out like this...
Viper...Bossk...Viper
Vipers have a S Loop use when needed ...Bossk can Hard three then Daredevil to keep ships off your tail...I am so flying this set up this weekend... And yes I know vipers with PS one... Keep them outside Firing Arc for AT to kick in when against turrets...high PS only let's you shot first and with the way dice land for me that's OK...
Edited by Dobougob352Slavers are interesting, and they have the same problem as Firesprays: They're just that little bit squishier than I'd like for their points.
Of course, with Dengar coming, I would hate to see a Scum C3P0 show up and make everything fat... but given the two ships that could do with a little durability both have extended firing arcs, I wonder if something could be done there, perhaps... ![]()
Also, try Bossk and Boba together for extra fun.
This is so, so much fun.
2 x 50 point builds can spank a nice variety of monkeys.
I have a bit of experience with both scum ships now, and I would say they are both good. The Hound does have a bit of a problem with ships getting behind it though, as I keep it cheap and don't use engine upgrade. To date I am 5 and 0 with the Firespray, and 3 and 0 with the Hound. The Hound is more of a menace in the early game but I know that if it is my last ship I will more than likely loose, and have to play to that real weakness.
If I had to say what is the better ship, I am slightly in the Firespray corner.
Firespray looks cooler.
As a big Firespray fan, I'd have to say the YV-666
. Having flown both extensively, a base YV with engine and K4 (bringing it to 36pts) is a bargain. It's very fast, and the straight 3 green catches a lot of people out. Straight 3, take K4 TL and boost, all at PS2 has caused a surprising amount of havoc for opponents. Yes, they can dissolve very quickly if flown wrong, but for 36 points I nearly always get great value.
If you fly them in pairs then engine becomes less important, because you can cover the rear arcs with either the other YV or whatever else is in your list. I played Slaver, Slaver (Ion Projector), Cartel Marauder, Cartel Marauder at a Tourney and did reasonably well - it is just a huge amount of hull to chew through and everyone gets 3 attack dice minimum.
Fav builds would be Moralo, HLC, Engine, K4 or Slaver Engine, K4 or (in pairs) Slaver + Ion Projectors.
They do pair well with Firesprays though, Moralo and Boba is a nice combo (HLC for Moralo and Autoblaster for Boba plus engines and stuff). Moralo and Kath is pretty good too.
I can't get behind the argument of Firesprays being overpriced. That rear arch, awesome dial, evade, and 2 greens has to cost something. Base YV is 29 and the base Firespray is 33. Four points is buying a lot!
Except the base Scum Firespray is 35.
And the Scum version is PS 5 with an EPT and an Illicit. You're getting a lot for those 2 points.
Okay now I think I have a new tourney list to try out.
And the Scum version is PS 5 with an EPT and an Illicit. You're getting a lot for those 2 points.I can't get behind the argument of Firesprays being overpriced. That rear arch, awesome dial, evade, and 2 greens has to cost something. Base YV is 29 and the base Firespray is 33. Four points is buying a lot!
Except the base Scum Firespray is 35.
Yes, you're getting a mandatory four-point PS bid and the opportunity to make the ship even more expensive. Both of those things can be useful, but I often wish there were an alternative generic that didn't make me pay for things I don't necessarily need.
Or, to put it another way, the Mandalorian Mercenary (depending on how you model it) costs at least 5 points more than it should based just on its stat line. That doesn't mean it's never justified (rear arc! PS bid! extra upgrade icons!) But it does mean that if all you need is acceptable offense on a beefy frame, you're better off with almost anything else.
Looks fun, but I am not quite convinced by the Feedback Arrays. Maybe I am wrong, since the downside isn't anywhere near as devastating as on small ships, but could you get more out of either crew for the YVs, like Outlaw Tech, which seems amazing with the stop manouver, or a nice Elite upgrade for the Merc, probably Predator so your actions can be used for defense better.
In my experience, two Feedbacks can make a huge difference against Whisper/Fel/Vader over a pair of Outlaws (although I love the Outlaw Tech on the YV-666). An EPT on the Mando would be nice, and I was tinkering with the idea of swapping the RecSpec for an Outlaw Tech and Crack Shot. But honestly with the two Slavers I feel I'm going to be taking a lot of white manoeuvres anyway, lots of 3-Banks and 3-Turns to keep both firing arcs relevant. The Mando tries to cover their sixes.
Edit: with some debris fields or the new babby rocks I think this would be pretty ridiculous. The more I think of it the more I desperately want to try it. 34 HP in three 3ATK ships, yes please.
Edited by Tsiegtiez
And the Scum version is PS 5 with an EPT and an Illicit. You're getting a lot for those 2 points.
I can't get behind the argument of Firesprays being overpriced. That rear arch, awesome dial, evade, and 2 greens has to cost something. Base YV is 29 and the base Firespray is 33. Four points is buying a lot!
Except the base Scum Firespray is 35.
Yes, you're getting a mandatory four-point PS bid and the opportunity to make the ship even more expensive. Both of those things can be useful, but I often wish there were an alternative generic that didn't make me pay for things I don't necessarily need.
Or, to put it another way, the Mandalorian Mercenary (depending on how you model it) costs at least 5 points more than it should based just on its stat line. That doesn't mean it's never justified (rear arc! PS bid! extra upgrade icons!) But it does mean that if all you need is acceptable offense on a beefy frame, you're better off with almost anything else.
You want an efficient, no frills Firespray? Only the Empire is so precise.
Bossk is 4:1 against Bobba Fett for me. That 180 arc is pretty hard to get out of and I'm running Palob w/TLT + BG alongside Bossk. He strips Fetts evades/foci and bodyguard gives Bossk an extra evade. Bossk is all about his load out and his wingman. For my money Bossk gets more out of almost any wingman than the firespray!