Guidance Chip on Firespray, viable or no?

By joyrock, in X-Wing Squad Lists

Been messing with a few lists, after I realised that Firespray is a decent source for Guidance Chips, especially since it can use Extra Munitions with the Slave 1 title.

Just a couple quick lists I threw together which probably aren't very great, curious how viable you think it is, and what lists you would do with it.

http://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v3!s!116:140,-1,137,123,14,128:1:25:U.126;123:135,-1,-1,-1:-1:-1:;123:135,-1,-1,-1:-1:-1:

http://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v3!s!37:27,-1,137,46,14:1:25:U.126;58:27:-1:15:;58:27:-1:15:

I like the idea of them on Kath because if I read it correctly, her ability triggers for each attack. So with cluster missiles you have the potential of double stressing someone, or getting crits through. Too bad chimps is only once per round though or you'd really have a nasty combo. Marksmanship might be worth taking for additional crits to try for the double stress or mega crits.

Your in the ballpark of some lists I run. The problem with clusters on imperial firesprays is not enough dice modification. Here, if your boba + navigator you don't mind using your mods slot for chimps over EU but since they only activate once out of the double attack its still not enough modification.

On your imp version you could change kaths EPT to predator or go with krassis instead to try and make the clusters better.

The scum firesprays otoh have dice mods in spades.. k4, predator, stims, boba etc. More could be welcome since chimps are free, but only IF you don't want boost. scum kath probably being the exception since she flys so well with EH.

On your scum version I'd suggest changing outlaw tech to either tactician for a brutal double stress cluster attack, or else k4 droid as you'll find it actives near constantly. Both are great, really just depends on how useful you find the stress mechanic or if you have another source.

I don't like non-bomb ordnance on Firesprays because I feel that they do enough damage without the need to spend points on one-shot torps and missiles. Bombs are a different animal in that they are "bonus" damage.

I don't like non-bomb ordnance on Firesprays because I feel that they do enough damage without the need to spend points on one-shot torps and missiles. Bombs are a different animal in that they are "bonus" damage.

Normally I'd agree with this, but being able to bump it to multiple uses, and getting a guaranteed crit through Guidance Chips, while costing only two points more, that's pretty huge.

Your in the ballpark of some lists I run. The problem with clusters on imperial firesprays is not enough dice modification. Here, if your boba + navigator you don't mind using your mods slot for chimps over EU but since they only activate once out of the double attack its still not enough modification.

On your imp version you could change kaths EPT to predator or go with krassis instead to try and make the clusters better.

The scum firesprays otoh have dice mods in spades.. k4, predator, stims, boba etc. More could be welcome since chimps are free, but only IF you don't want boost. scum kath probably being the exception since she flys so well with EH.

On your scum version I'd suggest changing outlaw tech to either tactician for a brutal double stress cluster attack, or else k4 droid as you'll find it actives near constantly. Both are great, really just depends on how useful you find the stress mechanic or if you have another source.

I love the idea of tactician, though as a scrubby player, I probably wouldn't be good enough to make it run. For the imps, I'd rather use Kath, but running Predator on her means taking VI off both Royal Guard Pilots, so I can't say if it's worth it there without a bit more playtesting. Leaves me with 48 points to work with.

I feel like the RGPs would be too squishy as they are, at least in my hands, and especially aces would tear them a new hole. I could swap them out for Shuttle + Palp +EU and Wampa, so there's an extra massive damage dealer, but I'm not really sure Wampa would be worth it without the Deci, where you aren't dedicating a full ship just to him. I could fit a Phantom in there with 4 points to spare, and maybe upgrade Kath to Cluster Bombs.

I think a scum Firespray that wants guidance chips should probably take the K4 security droid.

Royal Guards kind of need push the limit to stay alive. With veteran instincts, they are far too squishy to survive very long. You just won't get 25 pts of value out of them that way. And hitting PS8 is not enough to save them from PS9 - 11 (like Soontir, Vader, Poe w/ VI, Jake Farrel w/ VI, etc).

To protect them against higher PS aces, use them as blockers (or one of them). One blocks, the other (or Kath) does the killing. With push the limit, the ability to boost/BR can put you in the way of any ship in all kinds of interesting ways. Very effective for blocking. Obviously, you would arc-dodge against lower PS ships...

Edited by blade_mercurial

I think a scum Firespray that wants guidance chips should probably take the K4 security droid.

Royal Guards kind of need push the limit to stay alive. With veteran instincts, they are far too squishy to survive very long. You just won't get 25 pts of value out of them that way. And hitting PS8 is not enough to save them from PS9 - 11 (like Soontir, Vader, Poe w/ VI, Jake Farrel w/ VI, etc).

To protect them against higher PS aces, use them as blockers (or one of them). One blocks, the other (or Kath) does the killing. With push the limit, the ability to boost/BR can put you in the way of any ship in all kinds of interesting ways. Very effective for blocking. Obviously, you would arc-dodge against lower PS ships...

I kinda feel like at that point, I'd be better off with 4 academy pilots. Less damage, but better blocking potential and more health.

I like your Kath. Way way back when I used to run a doom shuttle, HLC bounty hunter and soontir (wave 3 build). Now, I think your Kath, Doombomber and ace (vader or soontir) might be great.

Made up the list. I like it because it has a high evade breaking crit, ace stresser, and high PS high evade ace that hopefully will survive the late game.

http://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v3!s!37:27,-1,137,46,14:1:25:U.126;49:-1,-1,-1,-1,-1:35:-1:u.45,u.-1;163:18,-1:27:15:

Edited by CheapCreep
I love the idea of tactician, though as a scrubby player, I probably wouldn't be good enough to make it run. For the imps, I'd rather use Kath, but running Predator on her means taking VI off both Royal Guard Pilots, so I can't say if it's worth it there without a bit more playtesting. Leaves me with 48 points to work with.

Its not too difficult to pull off with 2 arcs and heres the thing, if your opponent cares about tactician which often many of their ships do, then its a no-fly zone. If your PS10 like scum boba should be then it reads "opponents cannot use PtL or remove that ship the following turn". This makes 3 different range band options to choose: R3 defensive, R2 stressgiver, R1 dogfight.

Imperial kath I have the least experience with honestly, but its because her ability creates a conundrum.. for you. Its essentially dis-synergy. Tactician is better.

I feel like the RGPs would be too squishy as they are, at least in my hands, and especially aces would tear them a new hole. I could swap them out for Shuttle + Palp +EU and Wampa, so there's an extra massive damage dealer, but I'm not really sure Wampa would be worth it without the Deci, where you aren't dedicating a full ship just to him. I could fit a Phantom in there with 4 points to spare, and maybe upgrade Kath to Cluster Bombs.

RGPs are solid but heres what I don't like, they are **** near a full on ace in cost. Also as blade said you need PtL on these guys. Its mandatory they just forgot to write it in Lol. Your really running RGPs for the title access anyway meaning stealth.

Otoh you could roll with either saber squads + PtL + AT for 26 pts each or even alphas with AT only. I've used both and they are decent. It contradicts the above mantra but the reason is cost. They are much cheaper = more expendable.

If you want VI interceptors the only ones I've seen work well are carnor jax and in particular turr phennir who clocks in at 2 pts cheaper than your RGPs btw..

Sorry for the long post but I just finished running this build against a RAC decimator:

imperial boba- slave 1, predator, navigator, EM, cluster missiles, guidance chimps. The missiles wrecked face and chimps as predicted changed 2 dice to crits, one was a natural hit. The crits were good but overall I think LRS might be better in this build.

Edited by Carnor Rex

I kinda feel like at that point, I'd be better off with 4 academy pilots. Less damage, but better blocking potential and more health.

And there's nothing wrong with that! 4 academies work pretty well. I've been frustrated lately with how they get one-shotted by IG88's sporting HLC + crack shot, so I've moved away from them, but as long as you don't see that often, the good ol' academies can do some work for ya.

Royal guards fly differently and honestly, I think it comes down to a playstyle choice, really.

Edited by blade_mercurial