Firespray (imperial) love. Where is it?

By Krynn007, in X-Wing

Why would you put proton rockets on a firespray? It's normal range one attack is already 4.

I was wondering the same thing myself.

There needs to be a firespray only modification or something, kinda like the YV-666's manoeuvring fins. (I'm not suggesting that the manoeuvring fins are any good, just that a ship specific mod could work) what the mod should do I'm not sure but it should be movement/ defence related.

The way I have been playing and squad building the last two months I can't ever seem to justify the fire spray. And... I play that ship too much anyway :)

The sress game is not rewarding enough right now. This was a good plce for the sprays. Now the front loding 8 damage mentality of the current meta I have just can't justify sprays.

Firesprays over all are to predictable when it comes to moves. If your heading into a corner there is a chance your next move is something predictable. If Firesprays had a 1 turn I think it would greatly improve the play ability. Firespray is my favorite ship. I took Fett and Scarlet scum to WI Regionals this year hoping they would be competitive. Wanting to be paired up against 2 Aggressors. I played against 1. I won half my matches. Swarms and 360 ships just pick Firesprays apart. They did just fine against 3 to 4 small ship builds. The Ghost will have may experience unless it comes with a 1 turn. At least it can equip a turret.

I agree with this, not having a 1 turn really hurts the Firespray. Corners and asteroids are rough, and a good arc dodger can get into range 1 on the firespray's side while it's trying to turn around and beat it up for a couple turns. It's the least maneuverable large ship without a 0 maneuver, and even the shuttle can make up for that a bit with AdvS + EU, and the Hound's tooth has that 180 arc, and both of those are cheaper and have more crew options.

On top of that it's statline is basically like two X-wing worth of Hull & Shields behind the same agility, and only one attack (and pretty much the same dial). And we all know how awesome the X-wing is.

Firespray (imperial) love. Where is it?

It's an abomination that never should have existed in the first place. FFG has since corrected that mistake, and will hopefully never go back and add more stuff to the old one.

Make do with whatever hand-me-downs the S&V version gets.

Firespray (imperial) love. Where is it?

It's an abomination that never should have existed in the first place. FFG has since corrected that mistake, and will hopefully never go back and add more stuff to the old one.

Make do with whatever hand-me-downs the S&V version gets.

Let's release something and sell a butt load and then let's not support it anymore

Not a good business model

Luckily you do not work at ffg

Despite this, I can see I'm not alone with this feeling

Edited by Krynn007

If they had native boost or barrel roll they'd be fine imho.

Let's release something and sell a butt load and then let's not support it anymore

It IS supported though. Just not for your faction.

So what's the best fix? An extra crew slot would be nice, a way to get the systems slot would be great as well. I think best fix might be a cheap or free way to get engine upgrade without taking up the modification slot, so you could also take auto thrusters.

That's a bit samey samey though, how about something unique?

Modification, firespray only

At the beginning of the activation phase, choose an enemy ship with a lower pilot skill in your firing arc and look at its dial.

When revealing your dial, you may execute the same maneuver.

Let's release something and sell a butt load and then let's not support it anymore

It IS supported though. Just not for your faction.

I highly doubt ffg would just write off the Imperial version

Also with all the new toys coming out the scum variations is getting behind

I don't think you'll see many scum versions in tournaments either. With the new rules

I could see new pilots for imps before scum since the Imperial are lackluster in comparison, and possibly a new title/mod for firesprays in general if there ever was an update.

As the game evolves old things need to get updated.

This prevents power creep and keeps old models on the table, and is an incentive to sell new ones.

Your logic would just make a poor business sense

Edited by Krynn007

I want Boba Fett as a crew member... Anyone else ready for that it would be amazing... also keep in mind Boba Fett has another ship....just saying

I believe that Boba crew card is coming with the Pogostick (it's over) 9000

Edited by halfyank

Isn't Calculations better for Kath Scarlet than Mangler Cannon? She can use it when firing out the aux firing arc.

Then again, if she had both and rolled a hit and an eyeball, she can cause double crits.

Krasis.

It's love we Scummers don't have. I'm really hoping we get another round of Firespray pilots so we can unite Mr. Trelix with the rest of his family.

For two points more you get a Mando Merc with Predator. That gives you everything that Krassis does and then some.

Isn't Calculations better for Kath Scarlet than Mangler Cannon? She can use it when firing out the aux firing arc.

Then again, if she had both and rolled a hit and an eyeball, she can cause double crits.

The problem with Calculation is that you need to roll an eyeball and need to have a focus token to spend on it and then Kath's ability only matters if that crit gets canceled.

Yes, but it's not a bad thing to have a crit go through, is it?

Recon Specialist is still good on the Firespray. Gives you two Focus (if you can take the action).

So, yes, there are times when Calculation won't work, but it's not a bad option.

Those two Agility dice though. The damage mitigation could be strong and possibly used to crush swarmy lists. Dual Bounty Hunter was always fairly tough by loading them with HLC's, but now some of the Imperial crew that were not present in wave 2 or 3 can add evade results. They might not be fully action independent like the Mando Mercs (with Predator) but they can still be very mean (and leave a few extra points for bombs).

Kallus and Calculation both need an eyeball... Those that played through Recon Specialist days of firesprays know that those come up a lot less often than you'd like. Something like Jan that turns focus tokens to evades or comms boost that lets you save a focus would go a long way to make the firespray better.

I'm not sure what the issue with the firespray is... I don't think it's just one issue... Meh maneuverability, a few points overcosted, better options at price points, lackluster forced build around abilities... any one of those can make a ship "Meh". The firesprays flexibility allows a good player to get more than meh out of it most games but al combined even good players are going to run it and wish they had just taken an Ace instead (especially with new MOV change) in a significant portion of games.

Afraid of arc dodgers? Boba with VI and ID is my favorite high ps hunter. One time at a tourney, I was playing against whisper and a mini swarm. I sent out palob as bait. Prenerf whisper came for him and then boba swooped in behind and wiped her out.

Thematically, I think pretty much everything that came in the Firespray box works better as scum.

I would LOVE to see a re-pack/aces/whatever kit that created something more Imperial System Patrol/Prisoner Transport-ey to bring a properly Imperial Firespray back into the fold.

Imperial Kath is alive and well in my fleet :)

To those asking about Prockets, because of Counter Measures upping your agility.

Guys, I have an idea. Could Imperial Boba be the best Bomb dropper ever?

Boba Fett — Firespray-31 39

Veteran Instincts 1

Proximity Mines 3

Ysanne Isard 4

Experimental Interface 3

Slave 1 0

Extra munitions 2

Ship Total: 52

So, you fly up damaged to a ship at a huge PS, change your bank to get them in behind you, and then you drop a bomb. Then at start of Combat, Ysanne activates, and you drop a second bomb! (Also possibly you could push the limit off Ysanne to become super tanky near death.)

In my opinion the big issues with the Firespray are:

1. Its a LOT like the X-Wing. I mean its got a near identical dial (one extra k-turn), no post move actions with twice the shields/hull. As a result it suffers from a lot of the issues the X-Wing has.

2. That rear arc is cool. However, if you are not careful, it tends to fly away from the fight, leaving the rest of your squad to pick up the pieces. **** Bounty Hunters leaving us Imperials to clean up after them.

As others have pointed out, its better with the Scum and Villainy options that you can add, but it is not as good as an equally priced Aggressor, which doesn't have the above drawbacks.

I did try a relative light Kath Imperial build that I enjoyed:

Kath, Calculation, Mangler, Seismic and Recon

Storm Squadron, Prockets, Accuracy Corrector X2

Not convinced its the best list, but it was fun.

I find that you need the two ways to get crits to make her ability worthwhile, but then it really shines.

To those asking about Prockets, because of Counter Measures upping your agility.

Guys, I have an idea. Could Imperial Boba be the best Bomb dropper ever?

Boba Fett — Firespray-31 39

Veteran Instincts 1

Proximity Mines 3

Ysanne Isard 4

Experimental Interface 3

Slave 1 0

Extra munitions 2

Ship Total: 52

So, you fly up damaged to a ship at a huge PS, change your bank to get them in behind you, and then you drop a bomb. Then at start of Combat, Ysanne activates, and you drop a second bomb! (Also possibly you could push the limit off Ysanne to become super tanky near death.)

You can only drop a single bomb in a round.

Rules Reference, Page 7:

"A ship can only drop one bomb per round."

Edited by WWHSD

Honestly, the biggest problem with the firespray in general is people keep trying to force it into derivative 2-ship builds

there are simply better fat ships, such as the rather brainless cherineau and the more exacting but very potent aggressors, than it.

the Firespray boasts decent maneuverability with decent defenses, but no outstanding capabilities apart from the aux arc. This isn't so much a problem for Scum, because they have access to some rather powerful pilot abilities and some rather stellar upgrades (glitterstim, k4); imperials have no such thing outside of the control Scum Kath offers.

The firespray is also a little weird in that its "jousting" is really "running away." Scum Kath especially loves running away and firing her arse phantom at anyone foolish enough to chase. Thing is, how do you reconcile that preferred mode of combat with the other ships in your arsenal? Apart from turrets and other sprays, no other ship can really contribute much while pointed away from the enemy. If they can't contribute while they run, how is the spray supposed to cover for them while its busy jetting off in the opposite direction?

Well, speaking of turrets, Scum has access to some lovely R4 + TLT Y-wings. They make pretty great wingmen :) Too bad imperials can't take them :(

Edited by ficklegreendice

The firespray is also a little weird in that its "jousting" is really "running away."

This is what kills Krassis for me.