Triple Firespray viable?

By IG88E, in X-Wing

I'd love to see Imperials get a 1 point crew to possibly spice up three Bounty hunters.

Imperials need new crew, period. The Rebels have three times as many crew as we have, when manpower was one of their greatest weaknesses and the Empires greatest strengths.

Random officer "A" is not manpower, champ.

I will say the problem with potent imperial crew is how economical the shuttle is and quite possibly the phantom.

So the answer is: without Jumpmaster triple Firespray would be viable I guess

Edited by IG88E

It's... okay.

It's certainly a somewhat dated list; vulnerable to jumpmaster torpedoes, TLT, and straight-up ace outflying. Still, it's a lot of health to chew through, and there's a lot of arcs on the board.

What I'd really like is something like, uh, hm...

Prisoner Hold

Crew, Firespray-31 only, -2pts.
Add [crew] [crew] to your upgrade bar. You may not take a crew worth 3 points or more.

Ammo Hold

Crew, Firespray-31 only. -2pts.

When you equip this card, place 1 ordnance token on one equipped Torpedoes, Missiles, or Bomb Upgrade card. When you are instructed to discard an Upgrade card, you may discard 1 ordnance token on that card instead.

Gyromounts

Modification, Firespray-31 only. 0pts.

You may fire [torpedo], [missile], and [cannon] secondary weapons using your rear arc. You may equip up to two Modifications.

Note the Ammo Hold is not quite as good as EM, but does very nicely for 'firespray with one upgrade' - and, ahem, avoids breaking the Andrasta title in half. Because six bombs might be a teeny bit much. ;) Does it feel odd stealing its crew slot? Yes, but it wanted to be exclusive with Prisoner Hold, and I'd hate to rob the Firespray of the option of flying all the fun mods out there, including guidance chip, LRS, tactical jammers or engine upgrade, y'know?

Edited by Reiver

YOU WILL LISTEN TO PAUL HEAVER... YOU WILL PLAY THE META-LIST... YOU WILL LEARN THE MATH... YOU WILL THINK LIKE WE TELL YOU TO THINK... YOU WILL BUY OUR GAMES AT A FLGS... YOU WILL SUPPORT TOURNAMENT PLAY! FIRESPRAYS ARE NO GOOD... FIRESPRAYS ARE NO GOOD... FIRESPRAYS ARE NO GOOD... FIRESPRAYS ARE NO GOOD... FIRESPRAYS ARE NO GOOD... BUT BUY THEM TOO!!!

tumblr_npycwcJidw1s335jfo1_r1_500.gif

YOU WILL LISTEN TO PAUL HEAVER... YOU WILL PLAY THE META-LIST... YOU WILL LEARN THE MATH... YOU WILL THINK LIKE WE TELL YOU TO THINK... YOU WILL BUY OUR GAMES AT A FLGS... YOU WILL SUPPORT TOURNAMENT PLAY! FIRESPRAYS ARE NO GOOD... FIRESPRAYS ARE NO GOOD... FIRESPRAYS ARE NO GOOD... FIRESPRAYS ARE NO GOOD... FIRESPRAYS ARE NO GOOD... BUT BUY THEM TOO!!!

As helpful as always. :rolleyes:

YOU WILL LISTEN TO PAUL HEAVER... YOU WILL PLAY THE META-LIST... YOU WILL LEARN THE MATH... YOU WILL THINK LIKE WE TELL YOU TO THINK... YOU WILL BUY OUR GAMES AT A FLGS... YOU WILL SUPPORT TOURNAMENT PLAY! FIRESPRAYS ARE NO GOOD... FIRESPRAYS ARE NO GOOD... FIRESPRAYS ARE NO GOOD... FIRESPRAYS ARE NO GOOD... FIRESPRAYS ARE NO GOOD... BUT BUY THEM TOO!!!

As helpful as always. :rolleyes:

;)

9 attack dice over 3 attacks.

30 total health behind 2 agility on 3 seperate targets.

The numbers are there, but unlike triple Jumpnasters you have no leeway to add abilities or action economy, and have no movement shenanigans.

It's a tough list, but totally dependant on actions.

It was a lot of firepower to deal with back in the day.

I considered 4 x T65s to be the top end of offensive output. Firesprays pushed out almost as much with double arcs and twice the staying power of a T-65.

4 T65: 12 attack dice at 4 attacks, 20total health (+more due to IA if equipped), PS4 + some stuff (astros), or PS2 and a blockerZ95 (one more weak target)

5 Khiraxz: 15 attack dice at 5 attacks, 25total health behind 2 agility on 5 separate targets, PS 2

All three are somewhat solid lists, but all are quite hurt by themselves being generalists, and most of the other ships having lot of upgrades and/or shenanigans.

Which is why if your playing an all generic list you need to make the numbers work in your favour.

It cones down to knowledge of the game and piloting at that point; are three Firesprays "viable"? If you can pilot them well enough to make them viable, then yes, they are.

I think it's a terrible list! Sorry, but it's a piƱata-fest! I think one generic is quite enough, if you're that way inclined, with just slave-1, LRS and either Kallus or Tactician. It makes a decent enough tank and harraser, but after that, don't you want something different for your list?

If you want big old slabs of imperial meats bumping all over the place, why not go back to your roots and become an imperious porceline narwhale herder?

Omicron Group Pilot (21) x 3

Soontir Fel (35) TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Autothrusters (2), Stealth Device (3)

I'd love to see Imperials get a 1 point crew to possibly spice up three Bounty hunters.

Imperials need new crew, period. The Rebels have three times as many crew as we have, when manpower was one of their greatest weaknesses and the Empires greatest strengths.

Random officer "A" is not manpower, champ.

I will say the problem with potent imperial crew is how economical the shuttle is and quite possibly the phantom.

I think the Phantom is more of an issue than the shuttle. Even post-nerf, the Phantom is very dangerous, and a badly balanced crewman could allow it to upset the meta again in a way that other ships wouldn't be able to exploit.