I think I've made a viable >Imperial< Boba list

By ParaGoomba Slayer, in X-Wing

Honestly I got half a mind to run like 3 firesprays for the hell of it.

with wave 8 coming out you cna run 3 imp scrubs one with Tractor beam.

Don't forget Slave I Title and Long Range Scanners!

I think you're better off with Imp Kath/Mangler/Gunner (plus season to taste) -- good odds of 2x stress or stress + crit.

So I flew this against someone playing their first game. I god rolled a few times and my opponent didn't really fly all that well, so I didn't really get anything out of it experience wise except that the Firespray is a hard ship to fly, and also that it's very, very easy to forget to assign Kallus to someone haha. I almost never fly large bases so it's a little hard for me to fly one.

Lambda is easy. Either stop or a 1 bank or a 3 straight, the choices are so limited that it's easy to pick the best one for the situation.

Any sort of fat turret is easy because you'll always have a shot, with Dash being super easy mode.

Aggressors have such a great dial that they're easy for someone who doesn't fly a large base to handle. Half of you manuevers are sloops or kturns, lol.

Hound's Tooth is easy because you have half a turret and can just orbit things with engine upgrade. Like the Lambda there are also some obvious manuevers that make decison making easy.

But a Firespray? Well, nothing is in my front arc. I have plenty of things in my rear arc but I'm progressively flying away from them and approaching a corrner. I could use an angled boost to turn around a little for next turn, but then that shifts my angle and I have nothing in arc.

So I feel that I can make this work and leverage the handful of advantages it has over a ~65 point aggro Deci, but it's going to take some practice. ~65 point aggro Deci certainly has ease of use going for it.

I think you're better off with Imp Kath/Mangler/Gunner (plus season to taste) -- good odds of 2x stress or stress + crit.

Every single Rebel squad that was present on Sunday had VI Super Poe in it with Autothrusters and R2-D2/R5-P9. VI Boba with a strong initiative bid is there to deal with that. There were one or two VI Vaders but plenty of Phantoms and Soontirs that this squad could do well against.

If Kath with VI could get to 10 PS, she would likely be the better option. But 10 PS Boba man.

I'm bumping this thread because I need some help for tomorrow.

1.) Obstacle choice? To make best use of Boba's ability, being able to land on debris and still fire would be great, but since I'm low on action economy, thinking maybe small asteroids so that I can just fly over them and not have to clear stress.

2.) Opening deployment? Kind of abstract, but should I put Boba in the center or what? Keep Soontir close or fly him way off on the other flank?

3.) Any tips for flying a Firespray in general? Any tips to getting bombs to hit?

I'm bumping this thread because I need some help for tomorrow.

1.) Obstacle choice? To make best use of Boba's ability, being able to land on debris and still fire would be great, but since I'm low on action economy, thinking maybe small asteroids so that I can just fly over them and not have to clear stress.

2.) Opening deployment? Kind of abstract, but should I put Boba in the center or what? Keep Soontir close or fly him way off on the other flank?

3.) Any tips for flying a Firespray in general? Any tips to getting bombs to hit?

1) I like the idea of debris to keep Boba's options open. Plus Soontir can fly into one and still get a Focus.

2) However you set up, use Soontir as a feint. Look right, go left, that sort of thing. Make chasing Soontir fruitless in the early rounds to you can get Boba to do some damage before they turn on him, then switch when they do and have Boba run and Soontir hammer.

3) Utilize the rear arc, but absolutely don't be afraid to k-turn. It can keep you going in the right direction and is under-appreciated on the Firespray and therefore possibly unexpected, too.

Okay, since you seem to be well meaning...

I'm going to caveat ...

that for its price, the Firespray in general, including its better scum version, is wildly inefficient.

You like generics. Let me say it this way. The firespray has the attack power of basically only 1.5 Bs at BEST, (due to extra chances to fire from back arc). The back arc is deceptively hard to use if people are actively chasing you. You simply fly out of effective range within 1 turn: you move away by 1, the base is 2 wide: youve moved a whole range band away. If they were R2 on the first attack, you're already out of range, even if they didn't move at all. If they were R1, they only have to move 3 straight in distance to be out of range. If you turn, you're going to be perpendicular to the fight, no shots either.

Now advice, knowing you seem to want to make this wildly-unmeta choice work, which lets me honest, you simply want the thrill of being unique. And I'll let the games show you why that's a bad idea.

1. The firespray is actually really easy to take down when focused. Over 10 hp, with 2 green dice, you average something like only 3 to 4 actual evade results, putting you effectively at 14 hp, 0 agi. Note that's already worse than a decimator, and you don't even have 360 firing.

So... to maximize this: you need have focus. Either Agent Kallus or recon spec or something to aid both attack and defense.

Kallus is good against swarms too: You go after a non-kallus guy, and get eyeballs for the kallus attack.

Yes you have Engine, but you're going to find very soon that arc dodging everything is impossible, contrary to what it may seem like when people play OP sht.

2. You're gonna likely want the tiny rocks.

3. Spread your guys out by around R2 i think to give you room to maneuver with both ships. come in at different angles, but at the same time.

4. Kturns are useful.

Knowing exactly how to fly as close to the board as you can without going off is required with firesprays.

Evade actions are CRUCIAL. Learn to use these on R3 defense.

As for bombs, I'm kind of of the opinion you shouldn't bother. Esp since you say you don't face mass ships nor Y TLT, which are basically the only ones that can't dodge your bombs.

Boba Fett (39)

Veteran Instincts (1)
Agent Kallus (2)
Engine Upgrade (4)
Soontir Fel (27)
Push the Limit (3)
Stealth Device (3)
Autothrusters (2)
Royal Guard TIE (0)
Omega Squadron Pilot (17)
Crack Shot (1)
Total: 99
---
Boba Fett (39)
Veteran Instincts (1)
Agent Kallus (2)
Engine Upgrade (4)
Soontir Fel (27)
Push the Limit (3)
Stealth Device (3)
Autothrusters (2)
Royal Guard TIE (0)
"Dark Curse" (16)
Hull Upgrade (3)
Total: 100

A lot of the VI Poe players in my area bid down to 98 points. 96 points seals the deal. When I initially created this list, the main thing about it was that it had to stay at or below 97 points or else PS 10 Boba would be wasted.

I don't think that a Crack Squadron or named TIE in place of the homing missiles and bombs is the right choice. You can ditch the ion cannon and proton bombs and then slot in an academy but then whoops, 100 points.

Okay, since you seem to be well meaning...

I'm going to caveat ...

that for its price, the Firespray in general, including its better scum version, is wildly inefficient.

You like generics. Let me say it this way. The firespray has the attack power of basically only 1.5 Bs at BEST, (due to extra chances to fire from back arc). The back arc is deceptively hard to use if people are actively chasing you. You simply fly out of effective range within 1 turn: you move away by 1, the base is 2 wide: youve moved a whole range band away. If they were R2 on the first attack, you're already out of range, even if they didn't move at all. If they were R1, they only have to move 3 straight in distance to be out of range. If you turn, you're going to be perpendicular to the fight, no shots either.

Now advice, knowing you seem to want to make this wildly-unmeta choice work, which lets me honest, you simply want the thrill of being unique. And I'll let the games show you why that's a bad idea.

1. The firespray is actually really easy to take down when focused. Over 10 hp, with 2 green dice, you average something like only 3 to 4 actual evade results, putting you effectively at 14 hp, 0 agi. Note that's already worse than a decimator, and you don't even have 360 firing.

So... to maximize this: you need have focus. Either Agent Kallus or recon spec or something to aid both attack and defense.

Kallus is good against swarms too: You go after a non-kallus guy, and get eyeballs for the kallus attack.

Yes you have Engine, but you're going to find very soon that arc dodging everything is impossible, contrary to what it may seem like when people play OP sht.

2. You're gonna likely want the tiny rocks.

3. Spread your guys out by around R2 i think to give you room to maneuver with both ships. come in at different angles, but at the same time.

4. Kturns are useful.

Knowing exactly how to fly as close to the board as you can without going off is required with firesprays.

Evade actions are CRUCIAL. Learn to use these on R3 defense.

As for bombs, I'm kind of of the opinion you shouldn't bother. Esp since you say you don't face mass ships nor Y TLT, which are basically the only ones that can't dodge your bombs.

A single crit on Poe is worth having the bombs. I do not need for them to splash across a wad 6 TIE Fighters for them to be useful, although they're there if the need for that arises.

This is all hypothesis for the most part of course, first real games with it will be tomorrow. Thinking I can drop the Ion Cannon to go to 93 in case someone bids to 96.

Edited by ParaGoomba Slayer

I think you can drop the ion cannon. Top list bud. Rellying this much on Soontir.... If you could only fit in counter measures and engine...

I salute your tenacity sir. Hope you win it all.

Your right it IS a hard ship to fly but he's an arc dodging dog fighter once you get the hang of him.

For pointers I'd suggest take the small asteroids for now even though he can navigate clusters well. Place on your side to start because he'll be past them immediately. I usually deploy separate and often rush fett up a flank, but then I don't fly fel.

One of the best aspects of imperial fett is his speed and ability to adjust. Set up to joust your priority target and dial in a straight 4 if you can catch em unprepared. Just be aware that boost means you'll lose shields in the exchange so it needs to be worth it.

This is partly why I suggest ion cannon + tactician and its the only change I'll still suggest before you head out. Don't drop the IC.

Anyway know that Fett lives by his 1 speeds and 2 turns. His ability + boost + tactician makes him superior at ace hunting.

Lastly as mentioned his Ks are great, when needed, since you can adjust speed. They are mostly for getting somewhere quick though not dog fighting as much. 3k followed by 4 + boost is faster than turning. At times. Don't hesitate to fight from the rear because it's just as good and often better barring ion (another reason for K maybe).

Imperial Boba Fett - 39

Engine Upgrade - 43

Slave 1 - 43

Veteran Instincts - 44

Proton Bombs - 49

Tactician - 51

Homing Missles - 56

Extra Munitions - 58

Ion Cannon - 61

Edited by Carnor Rex

If you're facing relentless aces, then one big reason to take the Imperial version of Boba Fett is the (awesome) imperial-only crew.

Agent Kallus is nice - essentially look, Dameron, I Can Do It Too Isn't It Annoying - but Rebel Captive might be worth a thought, too; Vader and Poe (two very common aces) both react extremely badly to stress and won't be able to pass 'first shot' duties off onto anyone else.

If you're facing relentless aces, then one big reason to take the Imperial version of Boba Fett is the (awesome) imperial-only crew.

Agent Kallus is nice - essentially look, Dameron, I Can Do It Too Isn't It Annoying - but Rebel Captive might be worth a thought, too; Vader and Poe (two very common aces) both react extremely badly to stress and won't be able to pass 'first shot' duties off onto anyone else.

Kallus is there to boost the initial exchange, hopefully allowing a one shot of something while neutering a little incoming damage.

Rebel Captive seems real nice though. VI Poe is already doing greens for R2 though. :/

Depends if you see him with R2-D2 or R5-P9; depends what you normally see. Regardless, it's still nice because R2-D2 or not, if he's stressed he can't Koiogran or Talon Roll, and you have rear-facing guns and he doesn't.

There is a difference between "I like to do greens" and "I must do greens or I'm hosed", though.

I see him almost solely with R2-D2. When R5Poe9 gets bumped he dies. R2-D2 Poe can just 1 straight 10 turns in a row and out damage mitigate your last 2 TIE FO's until he's at full and then Talon Roll/K-Turn and pick one off.

1 straight to victory. *blows into party favor rolled up tube thing that extends*

Rebel Captive helps me against a ton of other stuff though, so it may be the better option. I'll give it a try if Kallus doesn't work out that well.

Edited by ParaGoomba Slayer

So a few things about the build after flying it 3 times:

Don't blow Kallus on something that won't last the whole game. Kallus Poe instead of the stress hog.

Kallus is okay. Weapons Engineer would be better.

I K-Turned Boba a ton. This prevented me from firing off Homing Missiles due to no TL's up because of stress. Weapons Engineer would help a ton and unlike Recon Specialist TL's stick around until I need them, better for action economy and the missiles.

Ion cannon actually helped. I can ditch it to be low on points if I want though.

Since I was stressed often, couldn't boost as much as I wanted to. When LRS comes out it's going on Boba instead of Engines, should super combo with Weapons Engineer.

A lot of the VI Poe players in my area bid down to 98 points. 96 points seals the deal.

Know what else seals the deal? PS11 Vader. If you're crazy worried about Poe, you can run Vader for the same points as Soontir. Then there's less reason for Boba to action starve himself at PS10, and you can do something more fun. Fun like Boba + PtL + Ysanne Isard. Weee! (or Predator + Kallus, if you hate fun).

So a few things about the build after flying it 3 times:

Don't blow Kallus on something that won't last the whole game. Kallus Poe instead of the stress hog.

Kallus is okay. Weapons Engineer would be better.

I K-Turned Boba a ton. This prevented me from firing off Homing Missiles due to no TL's up because of stress. Weapons Engineer would help a ton and unlike Recon Specialist TL's stick around until I need them, better for action economy and the missiles.

Ion cannon actually helped. I can ditch it to be low on points if I want though.

Since I was stressed often, couldn't boost as much as I wanted to. When LRS comes out it's going on Boba instead of Engines, should super combo with Weapons Engineer.

We're you K-turning so often as a result of still getting familiar with the ship, attempting to use secondaries, or what? Just curious.

A lot of the VI Poe players in my area bid down to 98 points. 96 points seals the deal.

Know what else seals the deal? PS11 Vader. If you're crazy worried about Poe, you can run Vader for the same points as Soontir. Then there's less reason for Boba to action starve himself at PS10, and you can do something more fun. Fun like Boba + PtL + Ysanne Isard. Weee! (or Predator + Kallus, if you hate fun).

Or Carnor + VI. Shuts down both Poe and Soontir.

Great resource so far Paragoomba, thanks for sharing all of this. :)

I'm new to X-Wing but I think the Firespray gets overlooked by many because of their experience in specific metas. The reality of the ship is that yes, there are newer and shinier options out there, but this ship is still a solid chassis for win potential. That being said I think you're giving it the wrong emphasis in your plan if you want to maximize its potential with Imperials. It is far better as your secondary component and Boba Fett is largely irrelevant as a pilot unless you can maximize his maneuver swap on every turn. Even then once you realize the real value of the Firespray you will see Kath Scarlet is the superior choice for the Imperials because the most important factor is maintaining your EPT slot unless you just want a cheap pilot. Giving Kath Lone Wolf, Recspec, and Mangler is just silly and it's amazing watching players react to this ship. It goes a long way to boost both offense and defense on a large ship that I believe is fun and not difficult to use. I'm using it in a small store tournament and so far it's undefeated in all of the games I've used for training. I certainly can't take credit for this excellent idea which I first saw online in the entry in Zach Bunn's blog titled "Return of the Firespray." This answers all the questions and one version comes in at a potential 95 points. It does rely on a buzzsaw Whisper however and if that's not your style you could easily rearrange to use Soontir, Carnor, Vader, or even a mini-swarm.

So a few things about the build after flying it 3 times:Don't blow Kallus on something that won't last the whole game. Kallus Poe instead of the stress hog.Kallus is okay. Weapons Engineer would be better.I K-Turned Boba a ton. This prevented me from firing off Homing Missiles due to no TL's up because of stress. Weapons Engineer would help a ton and unlike Recon Specialist TL's stick around until I need them, better for action economy and the missiles.Ion cannon actually helped. I can ditch it to be low on points if I want though.Since I was stressed often, couldn't boost as much as I wanted to. When LRS comes out it's going on Boba instead of Engines, should super combo with Weapons Engineer.

We're you K-turning so often as a result of still getting familiar with the ship, attempting to use secondaries, or what? Just curious.

Lack of experience flying large ships in general and the Firespray especially.

A lot of the VI Poe players in my area bid down to 98 points. 96 points seals the deal.

Know what else seals the deal? PS11 Vader. If you're crazy worried about Poe, you can run Vader for the same points as Soontir. Then there's less reason for Boba to action starve himself at PS10, and you can do something more fun. Fun like Boba + PtL + Ysanne Isard. Weee! (or Predator + Kallus, if you hate fun).

I'm thinking of trying PS 11 Vader, another player in my area goes with a PS 11 Vader and it was a big problem for Boba and Soontir.

Soontir without Targeting Computer doesn't do much damage. PS 11 Vader with a procket or homing missile or whatever should be able to wreck house.

Soontir is ******* invincible though.

Also thinking about Vessery. Now that I have Weapons Engineer on Boba there is a ton of synergy.

Also thinking about Rebel Captive, and a Scum version of the list with Xizor.

Ooh, once Imperial Vets drops, you'll have enough points for Vessery + Lone Wolf + x7 title. He'll do a bunch of damage, is great at keeping the heat on if you're trying to disengage with Boba, and is dirty tough once Boba dies. Maybe not Soontir tough, but more damaging, and much tougher when stressed or blocked or mined.

I ran LRS boba + vess for a few games using the /D title. It didn't work as well as I'd hoped but thats more because my fett build sucked, I think. LRS is going to prevent engineer from functioning at times I'm afraid. How often idk..

Ruthlessness + /D title was like adding a 3rd ships worth of firepower btw. I can recommend this setup.

It might also be worth considering the HLC in this instance on fett even though it goes against conventional wisdom for firesprays.

I'm running an alpha strike Boba build tomorrow that is scum at our store champs. I believe the PS10 bid is wprth more on the scum version too. Fire sprays are probably my most frequently used ship... But the still feel like space cows to me. I'm not going the Fett plus ace route but qith 2 Zs. It will be an interesting counter point to your build as far as firesprays go. I wish I could fit a bomb in there.

Paying attention to the board edge helps me with sprays a lot. 5 straight templates or range band 2 is the safety zone for sure. I have found the angles on sprays are best if I start them slightly canted.