I've seen how much FGD loves Tailgunner on his glorious ARCs, but has anyone tried to run them on Firesprays, yet? I imagine Kath butt just became even scarier. Is it enough to make the Firespray even a tiny bit relevant again?
Does Tailgunner push Firesprays a bit in practice?
My gut feel is no. The imperial ones are still terrible, and the Scum ones have way better options that work in both arcs.
Rivalry in Crew is too great. Take taily-crew, and you're losing Dengar\K4
so nope, sadly, but nope.
Firespray is one of the LEAST maneuverable large ships with no reposition v_v
I've seen how much FGD loves Tailgunner on his glorious ARCs, but has anyone tried to run them on Firesprays, yet? I imagine Kath butt just became even scarier. Is it enough to make the Firespray even a tiny bit relevant again?
Double Scum Firespray-31s won iirc spain Sevilla regionals. Scums are fine, it the imperials that have problems.
http://lists.starwarsclubhouse.com/get_tourney_details?tourney_id=1796
I would think that Kath with Tailgunner, Predator, and EU will be a solid investment. Her butt cannon with tailgunner might be one of the few things in this game that can reliably put damage on some of the high agility aces.
Yeah. Kath, specifically, 'doubles down' on her rear arc, and that makes tail-gunner worth it.
You need her Elite Pilot Talent to get rerolls (especially if using your action to boost) - so the only downside is you won't be getting Veteran Instincts for PS9. Glitterstim is not a bad buy, too - with agility 2 a firespray can get decent mileage out of it.
I'm actually thinking about running Kath and a Shadowcaster. It will be fun!
Arcs value it so highly because they come in built in mini mods - on a 2die gun. So ground both hits is reliable... but actually hitting things with them is not. Tail gunner goes a long way to solving that problem by ensuring that your modest binary of dice is being countered by equally modest defenses.
Firespray has its own problems, but they revolve more around being cost effective and flexible enough to begin with; their three die guns can hit things just fine if only they get the arcs and dice mods accordingly.
That's why Dengar, predator, and k4 are such a big deal on the scum ships (mods) and why EU gets strapped to them so often (getting arcs).
Tail gunner boosts one of their two arcs and costs one of their two die mod slots. In Kath, might be worth it. In general? It's not that it's bad, but it might well be solving the wrong half of the problem.
If they would let them have 2 crew slots it would be auto include for me.
Unfortunately they only have one and there are a lot of good choices. I prefer tactician myself.
The only problem Tail Gunner crew presents is that it restricts your Firespray's ability to modify dice, as it means you can't take Dengar/K4.
Personally, I don't like spending more than 40-42 points on a Firespray though. I feel they're at their best when their cheap. So I'll just be running Kath with just Mindlink and Tailgunner. Only 41 points, almost always shoots fully modified, and there's room to give her some powerful teammates, which means you can hammer your opponent while they chase after Kath. The - 1 agility is going to make it really painful for a lot of ships to be in her back arc.
Edited by BonzaIf they would let them have 2 crew slots it would be auto include for me.
Unfortunately they only have one and there are a lot of good choices. I prefer tactician myself.
Hah, as soon as you add a second crew slot, I immediately slap Palp on there and don't look back.
Not saying that's competitive, I just suffer from Palp addiction.
(Edit: I realize this means I'm flying Imperial Firesprays.)
Edited by ArbitraryNerdNo.
If i want to mess with greens id rather take an actionless setup like zuckuss/pred
The One massive difference via Spray v ARC apart from dice values is the FOUR TIMES LARGER bases size
That table edge comes up pretty **** quickly (and is your goddamn bane due to lack of 1 turns) and obstacles greatly limit your ability to manuever with the aux arc in mind
The only problem Tail Gunner crew presents is that it restricts your Firespray's ability to modify dice, as it means you can't take Dengar/K4.
That's one reason why I think Scum Boba Fett and Engine Upgrade should should be good with Tail Gunner. He can boost to get closer into R1. He can also boost at an angle to see about getting more people into his rear arc. His re-rolls will be good at R1 and if he's able to reduce the Agility of those in the rear, it can be quite good.
Kath with Predator is also another good thing that can adjust the dice.
I wonder about Emmon. He can do the bomb fling and will probably have more people in his rear arc than your average Firespray. That could be a good option. Fling out some Thermal Detonators and such and you are causing stress, as well.
Firesprays have been power creeped out of the game. A large base ship needs to have both great firepower and defense (or carry Mr. Palpatine around). Brobots have it, Dengar, Ghost, etc. The Firespray has below average firepower (yes 3 dice is below average, especially for a large base) and below average defense.
Edited by Jo JoHang on.....there is only 1 large based ship that has more than 3 red dice. How are 3 red dice below average? Well, if you count the Outrider with HLC as one then you have 2.
It is one of the few large based ships that has an Evade. Boba Fett in R1 gets defensive re-rolls.
I think the main issue actually is that it does not have a 1 sharp, making it sluggish compared to other ships.
I feel like no large ship should have a 1 sharp turn.
Hang on.....there is only 1 large based ship that has more than 3 red dice. How are 3 red dice below average? Well, if you count the Outrider with HLC as one then you have 2.
It is one of the few large based ships that has an Evade. Boba Fett in R1 gets defensive re-rolls.
Who runs Brobots without Cannons? Dengar's offense is ridiculous, the Shadowcaster brings stress/tractor beam shens. 3 attack dice just don't cut it.
Edited by Jo JoI can't wait to run Tailgunner on Scum Kath! It's a net +2 dice out the back!
Firesprays have been power creeped out of the game. A large base ship needs to have both great firepower and defense (or carry Mr. Palpatine around). Brobots have it, Dengar, Ghost, etc. The Firespray has below average firepower (yes 3 dice is below average, especially for a large base) and below average defense.
eh "power crept" isn't right
sprays were never particularly good, only the generic bounty hunter ever had even mild success
It's sad to see so little appreciation on the ol'spray.
With that said, named Impsprays are probably better off with either Kallus or Captive.
Krassis would be the exception, if you want danger on both arcs.
BH could take it just fine, despite the competition with RecSpec.
Scumsprays have so many great crew choices, but there's room for it, I guess.
MandaMerc can take it and Fearlessness for a rush-in tank strat. Add FA for R1 sweetness.
Emon really needs Dengar/K4 to modify shots, so that's a no.
Kath can use it at the cost of her EPT (which must be Predator).
Boba has a lot of flexibility on his crew choice, though. I prefer 4-LOM to deal with pesky aces, but he's far from set on a single choice, so yeah...Tailgunner can fit in.
I think that, and it's the most important point on all of this, it won't do much for the Firespray's popularity. Those who don't fly it won't be encouraged to do so by adding Tailgunner to the mix. Those who do already know what to do with it.
Imperial Boba's ability to angle his rear arc seems like it would work pretty well with a tail gunner.
The argument over attack dice is void if you say "they take cannons". The Firespray can take a cannon too!
The maneuverability and basic stat line and repositioning I accept.
The best suggestion that I want to try is the cheap Kath. I'm starting to love mindlink!