So what exatly does the Firespray DO?

By Hondo Ohnaka, in X-Wing

It's like the X-Wing, it can be made to handle several roles but is not the best at any and that's why it is skipped so much. It's a super balanced ship and has no glaring weakness. The problem in its original form was more pilot abilities then it was anything else. If the scum Boba had been an imperial he would have seen plenty of play times in the early waves, Kath probably would have been seen more too.

Well to say it has no weakness is an understatement. It does have a weakness and that is getting flanked on its sides by more maneuverable fighters. Now granted almost all ships have that weakness as only a few have turrets or high pilot skill + repositioning but the firespray's large base I find tends to magnify that a bit more.

Kath+VI(or PtL)+K4+EU. 46(48) points of love. Bounty hunter + Tactician is amazing area control. There are plenty of options for the Firespray, you just need to open up to some ideas.

amazing area control is a bit of an exaggeration.

Her ability is actually not very good when you stop and think about it.

It requires something negative to happen.

Tactician is always nice, but with the tie shuttle coming out, and the Omnicron pilots there is definitely better ships that can use Tactician other kath

Ops I was thinking imperial kath

Nm what I said

Edited by Krynn007

I can't wait to run Dengar and Fett bros for life.

Ugh, when do people learn it. You can't fly Firesprays without engine upgrade!

Ugh, when do people learn it. You can't fly aces without boost!

Ugh, when do people learn that Engine Upgrade on high PS ships all the time is just a crutch for people who can't fly better?

Ugh, when do people learn that boost allows you not only to get the R1 shots, but also dodge arcs, reach places impossible using only dial and that big ships with their PHAT BASE are super-efficient with it?

Like I said, any type of movement action is great on the FS, boost is easier to pull off as it:

1) doesn't cause stress.

2) doesn't cost your EPT.

If there is a mod that allows barrel roll I'll reassess it but for now I'd say EU is pretty much a must on a FS (unless you make it a missile / torp boat - but I still think a boosting FS is the better of the 2).

Edited by Hantheman

Kath loves both, boost version is more costly, barrelroll version is...different.

the K+barrelexpert+Ionizing mod Kath can troll-tastically barrelroll all around the table, because 1 bank and BR to the same side backwards is SUPER FUN. Crab-walk!

I do think Barrel Roll is awesome for 'up close' ships - that's why I'm half tempted to use is on (Scum) Boba Fett.

The Firespray is nice. It's agility 2 is good for a big ship - not as good as an aggressor, but you're tougher.

Plus, it pairs well with the rarely (never!) used Countermeasures modification.

Especially if we start seeing lots of ordnance carriers with guidance chips, having the capabity to break multiple target locks other than by being shot at could be very nice indeed. I've tried using a countermeasures/glitterstim firespray, and it's surprising how much fire that **** thing can dodge on the turn you pop them.

I agree Agent Kallus makes for a good ace-hunter, but the problem with using a Firespray as an ace-killer is that it invariably costs more than the ace you're asking it to kill.

Ultimately, it's the unique crew that give imperial firesprays a fighting chance. Rebel Captive is awesome, as is Mara Jade, and Agent Kallus. Yssane is nice but a firespray doesn't have enough hull to benefit more than once or twice, tops.

Edited by Magnus Grendel

Nope boost tends to be better for closing in. Barrel roll is better for moving your arcs, moving out of others arcs. This is what I feel - its hard to say - depends on how you feel you tend to read your opponent really. Both can do what I just described.

Funniest list I ever ran in tourney involves Firespray. Its 4 dice all around, 3 ships rolling 4 red, but each rolls 4 in diferent direction

100 points

PILOTS

Cartel Spacer (23)
M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), Heavy Laser Cannon (7)

Kavil (32)
Y-Wing (24), Blaster Turret (4), Unhinged Astromech (1), Predator (3)

Kath Scarlet (45)
Firespray-31 (38), Predator (3), Engine Upgrade (4)

You take this and just fly random, really random, and some oponent still gets his 4 dice of fun

Seismic Charge or Ion Bombs if I'm fielding Boba with an IG-88B?

Seismic Charge or Ion Bombs if I'm fielding Boba with an IG-88B?

I say ion although if at all possible I prefer proton bombs. A single of either is pretty scary for anyone though but large bases particularly.

Edit- thing with seismics is they will choose to take the damage if its a winning or even strong move. The others no.

Edited by Carnor Rex

I would go for Flechette Canon with those 2 points left. Let's u give that sweet double stress at range 2, and better damage at range 3.

Serious question to add to this post:

Would the Firespray get a boost into the active meta if they changed the FAQ to state that you MAY fire ordnance out of your secondary arc?

Not really. Scum Kath already hits as hard as most ordnance from out her butt

I would go for Flechette Canon with those 2 points left. Let's u give that sweet double stress at range 2, and better damage at range 3.

That's not a bad idea!

Naked. I fly it naked. Totally worth the points if you aren't dumping the upgrades on it. Bounty hunter (no upgrades) generic lambda (no upgrades) oicun expose. Took some getting used to flying 3 large bases but I'm 12 and 3 with it in tournament play. Fly slow make them come to you let the natural 3 attack and 2 evade with evade action do the rest. Loooove my Firespray. Never fly imps without it.

I will also fly the bounty hunter (no upgrade) along two Delta defenders with ion cannons and just mow things over. Im having a hard time understanding why the firespray doesn't see more play time. It's never failed me.

Serious question to add to this post:

Would the Firespray get a boost into the active meta if they changed the FAQ to state that you MAY fire ordnance out of your secondary arc?

Sounds like a good idea for a third title, or a new crew upgrade.

Serious question to add to this post:

Would the Firespray get a boost into the active meta if they changed the FAQ to state that you MAY fire ordnance out of your secondary arc?

Sounds like a good idea for a third title, or a new crew upgrade.

Or maybe even another pilot (someday) ....

However, if they allow cannons out the rear arc, hopefully would limit it like the defender title..

I wonder if we would see more scum Kath if they allowed cannons out the rear instead of her current ability...

Last years OKC campaign against cancer winner was a double firespray list.

More importantly, Krassis carried me to victory in a game against a bitter rival just last night.

Edited by channellockjon

Just thought it is worth mentioning that Imperial Kath can dish out 4 crits on an attack with Cluster Missiles and Tactician with guidance chips equipped, provided your target is at range 2. Is there any other ship in the game that can deal 4 stress from attacking?

Prenerf unlimited double tacticians and gunner on decimator would have been able to quad stess.

Anyone else think Flechette Canon + Tactician is the way to do it then?

Yeah, flechette cannons are good, and can double stress with tactician, but it won't work on a ship that is already stressed. Anything with Push the Limit will be immune to the cannon. It will hurt normal ships though! Just build your list with an ace-hunter as well, and let another ship have the duty of killing Soontir, while your firespray kills the rest of the list. Or just give it to Boba with VI and EU and he can kill everyone - as he should.

Boba (39)

VI (1)

Tactician (2)

Flechette cannon (2)

Engine Upgrade (4)

(48)

Lacking in the dice mods department if you're imperial, can be given ID or glitterstim if you're scum.

I do very well with this ship. I run (imp) Kath, calculation, recon scout. With interceptor ace and tie or whatever. I don't need EU , if they focus fire kath I camp focus, sometimes evade, and let soonter clean up.

2 agility and evade or focus, plus aft arc, is strong.

Also, I know counter measures isn't that popular but I've run it with this ship, and it has performed well. Though random , game altering at the right time.