Does Tailgunner push Firesprays a bit in practice?

By Admiral Deathrain, in X-Wing

note, b-roll AND small base

we can give the spray one of these things; not the other :P

At this point, I'm willing to settle. The boost just moves those things so far, so fast. It's not the repositioning tool the Firespray needs.

#MakeBobaGreatAgain

How did you get the ARC's? They aren't even out yet.

Gencon. FFG Always sells the new toys early at Gencon.

Firespray is one of those ships that lets be honest would be really weird on a small base, but definitely isnt big enough for a large base.

Kinda feel it should have been a medium but FFG has long since passed their chance for that.

And broll on a large base with aux arc is still pretty big. The width of the arc goes just as far (give or take a little) but the small bases can broll around rocks much easier than large.

F-spray is sadly a product of ye olden days when balance was sketchy due the expectations of the game. The extent to which it exploded was, to say the least, unprecedented :P

had it been done more recently, I'm sure it would've turned out more like a large base SF (slower speed dial with b-roll and decent but not uber-efficient cost)

honestly, as is it's really not the worst ship in scum, it's just really difficult to utilize

I've flown nearly every ship in the game (looking at you assholes, yt-1300 and vt-49 <_< ) and I've flown none of them off the table except for the firespray

almost every game with the spray ended with it off-table :(

Edited by ficklegreendice

I think Tailgunner on Boba Fett with Fearlessness is gonna make an amazing blitzer. 5 dice with re-rolls (one guaranteed hit) and subtract their agility in the rear arc.

Autoblaster in the front ignores their agility entirely.

F-spray is sadly a product of ye olden days when balance was sketchy due the expectations of the game. The extent to which it exploded was, to say the least, unprecedented :P

had it been done more recently, I'm sure it would've turned out more like a large base SF (slower speed dial with b-roll and decent but not uber-efficient cost)

honestly, as is it's really not the worst ship in scum, it's just really difficult to utilize

I've flown nearly every ship in the game (looking at you assholes, yt-1300 and vt-49 <_< ) and I've flown none of them off the table except for the firespray

almost every game with the spray ended with it off-table :(

I had somewhat of a streak flying Boba off the table when I first started experimenting with the Firespray/Partybus combo. I got better at it, though, and lately I've been destroying the competition with the Kath/Bossk list in my signature. I have yet to fly it against Palp-aces, but it has come out on top of x7 Defenders, a Palpy Decimator, a PTL-Kanan Outrider, and a variant actually managed to beat Triple Scouts.

Kath doesn't often get her rear arc, but with her ability and K4 (or Stims if it comes to that), she pretty much always has mods. I'd love to slide a Tail Gunner into this list, but the more I think about it the more I think about it the less appealing it seems, in the context of that particular Kath/Bossk list. Might work better if I swapped out VI-K4 Kath for Adaptability/Tail Gunner Boba. It'd save a couple points as well.

Tail gunner is good if you already have full offensive modifiers (via Predator or Boba's ability, for example). Otherwise, you're better off taking Dengar crew. It has the same issue as Outmaneuver and Predator -- mathematically, they're about the same (if I remember correctly), and that's assuming you get Outmaneuver to trigger all the time. Tail Gunner is a point cheaper than Dengar crew, which is nice, but in a vacuum, I'd say Dengar is worth one more point.

That said, if you're already getting rerolls, Tail Gunner can find a place. At two points its competition is pretty much down to Outlaw Tech and Tactician, and I'd say it's on par with both of those.

I don't think TG will have the legs that people think it will on the Firespray and especially on Kath. I don't like doubling down on her one arc with a precious crew slot. When I run her, I find she's better when you make her more effective overall.

I've been running Kath w/Fearlessness, Dengar, and EU. It's a ton of fun and probably better on Boba (and you can even take a different crew there if you want). Fearlessness plays very well the Firesprays fast movement and wide double arcs.

If Fire sprays were 2 pts cheaper and had 2 crew they would get flown all over the place. They have neither and are fun but hard to get thier points back. I think if they were designed today they would have a better dial, 2 crew, and either BR or 1-2 more health. Cost wouldn't change much.

Half tempted to put tail gunner and fearlessness on kath, just for that one time that she gets someone in her rear arc at range 1 and in their arc so she gets her 5 dice attack plus 1 hit and reducing their agility by 1.

Hell pair her with latts and get another -1 agility for spending latts' target lock

I feel like no large ship should have a 1 sharp turn.

Or 4 straights. Darn faster-than-fighters freighters.

I feel like no large ship should have a 1 sharp turn.

Or 4 straights. Darn faster-than-fighters freighters.

so...to be super DUPER fair (and coming from the guy that detests the yt-1300 as represented in this game), those dials are meant to represent the (freaking) Millenium Falcon and the Outrider

not your bog standard bargain bin freighter

why didn't they differentiate the two, then? Well, one is for simplicity's sake (the ships were theoretically designed and priced around their speed, doesn't make them any more fun to fly against mind <_< ) the second is they already tried distinguishing the bargin bin crap from the deluxe model we know and love

Outer_Rim_Smuggler.png

I feel like no large ship should have a 1 sharp turn.

Or 4 straights. Darn faster-than-fighters freighters.

so...to be super DUPER fair (and coming from the guy that detests the yt-1300 as represented in this game), those dials are meant to represent the (freaking) Millenium Falcon and the Outrider

Yeah, poor design choice -- that speed should have been a feature of the Millennium Falcon title, not the ship. But as a result FFG keeps repeating the mistake with other large-based ships.

Large Ship barrel rolls are the ones that grip me most.

I don't care how many special modifications Dash made to his Freighter.

I've run the tail gunner with Kath and it was awesome!

R1 rear is 5 reds and -1 green for the target. Did not feel under-powered to me.

Add bombs to taste.

It's a net +2 dice out the back!

Not even close.

What am I missing? With Kath she rolls 1 extra attack dice out the back, and with tailgunner it eliminates 1 green die.

Eliminating a green die is not as valuable as adding a red die (this is why Zuckuss' ability is worth something eben without modifiers).

It's a net +2 dice out the back!

Not even close.

What am I missing? With Kath she rolls 1 extra attack dice out the back, and with tailgunner it eliminates 1 green die.

Eliminating a green die is not as valuable as adding a red die (this is why Zuckuss' ability is worth something eben without modifiers).

Isn't the difference in value basically 1/8 though?

Thats just off the top of my head, but 1 unmodified red die is a 1/2 chance of a hit where 1 unmodified green is 3/8 chance of a dodge.

So when you say 'not even close', to me that should read 'yeah pretty close actually'.

That said. I'm drunk and suck at maths.

It's a net +2 dice out the back!

Not even close.

What am I missing? With Kath she rolls 1 extra attack dice out the back, and with tailgunner it eliminates 1 green die.

Eliminating a green die is not as valuable as adding a red die (this is why Zuckuss' ability is worth something eben without modifiers).

I don't know, I would argue that taking away a green die makes WAY more of a comparative difference than adding one. Because adding one increases your maximum potential, albeit at a smaller rate than adding a red die. But DECREASING the value pretty much guarantees you won't get as many evades. Look at how much more survivable 2-agility ships are compared to 1, all other factors being equal. Same for 2- vs. 3-agility.

Edited for grammar.

Edited by SgtSmithy

Maybe that's my green dice luck speaking.

I take it you have no love for the Empire.

I've been flying Imp Kath for the last wee while against dirty 'ole Dengar and as the Firespray does have it's problems I quite like flying it in and out dodging asteroids! Sure she gets knocked about, but in the last few games I've taken Dengar down to almost death and seen him fly off the board a couple of times (and this is with my mate who's had a lot of experience with large base ships).

Yea I like flying this ship, more than the Falcon (that seems to go down faster than a lead balloon), though unsure if I could throw Tail Gunner on her as I like Reb Captive to much, though that being said I do like to line up the rear arc. Now I just have to wait till I can get two Arc-170's!

Large Ship barrel rolls are the ones that grip me most.

I don't care how many special modifications Dash made to his Freighter.

I'm not as miffed about the large ship barrel roll, since I cansee it as a side-slip or something, but that and the faster than fighter speeds and maneuvers, is really pushing it way past where it made sense. And same with greens all over the place on certain dials.

I've always had a love for Outmaneuver on Scum Kath. Tail Gunner just makes things that much better. Current playtest list has done remarkably well.

Kath - Outmaneuver, Tail Gunner

Manaroo - PTL, Unhinged, BMST

N'Dru - LW, Clusters, Chips, Glitter

Putting Whisper/Fel down to 2 evade dice while having 4 attack myself is priceless. Manaroo pitches mods while offering a bumper. N'Dru is fairly cheap, but can have high impact if he's not respected.

I've always had a love for Outmaneuver on Scum Kath. Tail Gunner just makes things that much better. Current playtest list has done remarkably well.

Kath - Outmaneuver, Tail Gunner

Manaroo - PTL, Unhinged, BMST

N'Dru - LW, Clusters, Chips, Glitter

Putting Whisper/Fel down to 2 evade dice while having 4 attack myself is priceless. Manaroo pitches mods while offering a bumper. N'Dru is fairly cheap, but can have high impact if he's not respected.

Looks really solid. Very similar to what I'll be running come wave 9. I always felt that Engine Upgrade pushed Kath's cost up too high. I like that you have N'Dru there to flank, as most people are probably going to be gunning straight for Kath.

I feel like Kath is at her best when she's cheap and alongside another ship with teeth. Having Manaroo there for support is a nice move as well.

Kind of a silly 2 ship list I wanna try, I know it's not going to be competitive in the slightest but fun for the few times it goes off.

Latts kath (100)

Kath Scarlet (49) - Firespray-31

Fearlessness (1), Proton Bombs (5), Tail Gunner (2), Rigged Cargo Chute (1), Slave I (0), Extra Munitions (2)

Latts Razzi (51) - YV-666

Dengar (3), K4 Security Droid (3), Weapons Engineer (3), Rigged Cargo Chute (1), Hound's Tooth (6), Anti-Pursuit Lasers (2)

Kath with a 5 dice range 1 rear arc shot that can reduce the opponents agility but 2 ( if latts' target ok is used) that if they have an arc on kath means she gets the +1 hit from fearlessness is going to ruin someone's day, then next turn she can either drop a proton bomb and/or rigged and try it again. (If they are still alive)

Latts is there to block, target lock and drop more debris to mess with my opponent and then if she does die run away in the Nashta pup.

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

The Firespray isn't unmaneuverable, it simply has the dial and lack of repositioning that all other large base ships should have.

It has a dial not much better than a Deci.

K-turns are the only difference.

Not even 1-turn. and lousy x-wing greens.

And gimmicky useless titles)

and no reposition ;D

For the ship it belongs to the decimator dial is beautiful. No restrictions if you get stressed, and let's be honest no large pwt needs 1 turns. Getting rid of stress leaves a little to be desired but at least you (almost) can't stress yourself.