Revitalize the Imperial Firespray?

By NavigatorOnASpiceFreighter, in X-Wing

biggest thing about the firespray is that it's really difficult to play

large base with no native re-positioning and no 1-turn (dat table edge) makes the aux arc difficult to bring to play (all dem obstacles and ships), which imo means it's overpriced for its benefit

the difference of the aux arc on a small base v a large base (i.e 4 times smaller ) something you can't appreciate until you've played ARCs (or the SF)

Please explain, I'm genuinely confused by where you're getting that number from. Large base ships have a LARGER square area firing arc than small base ships.

Larger base is literally 4 times as large

Which is a lot more likely to run into obstacles andc other ships. It also displaces more table space (re approaches the deadly table edge a lot more quickly)

Which makes it far less flexible ito maneuvering; making the aux arc more difficult to bring to bear

Larger base is literally 4 times as large

Which is a lot more likely to run into obstacles andc other ships. It also displaces more table space (re approaches the deadly table edge a lot more quickly)

Which makes it far less flexible ito maneuvering; making the aux arc more difficult to bring to bear

I don't think Firesprays are particularly hard to position, but ad dodgers have no problem repositioning into their blind spots if they move last (I like VI on Boba for that reason).

Edited by mazz0

As I mentioned in another thread, boba Fett with fearlessness, proton bombs, k4, countermeasures paired up with manaroo is not easy to kill.

This frees up his a tion to allow him to take the evade action paired up with two focuses helps reduce that dmg, get him into range 1 and pop countermeasures and with Fett rerolls he's a tough nut to crack, then drop a proton bomb and have manaroo come in firing missiles

Why does that Boba Fett have K4 Crew? Where's Dengar crew? 'Cause I can't think of a reason to use K4 over Dengar unless Dengar is already somewhere in the list.

Honestly, I can't think of a reason why'd you use any of them. Boba should never be out of R1 and there are so many great crew choices for the slot to be wasted on action-economy you already have.

What would you use?

As I mentioned in another thread, boba Fett with fearlessness, proton bombs, k4, countermeasures paired up with manaroo is not easy to kill.

This frees up his a tion to allow him to take the evade action paired up with two focuses helps reduce that dmg, get him into range 1 and pop countermeasures and with Fett rerolls he's a tough nut to crack, then drop a proton bomb and have manaroo come in firing missiles

Why does that Boba Fett have K4 Crew? Where's Dengar crew? 'Cause I can't think of a reason to use K4 over Dengar unless Dengar is already somewhere in the list.

Honestly, I can't think of a reason why'd you use any of them. Boba should never be out of R1 and there are so many great crew choices for the slot to be wasted on action-economy you already have.

What would you use?

Ever since wave 8, I see little reason not to use 4-LOM (present tense, 'spray is, by far and still an understatement, the ship I fly the most) . For my playstyle and meta, it fits perfectly and keeps Boba slim. But, for a long time or if I have the points left, Gunner. In a Bounty Bros formation, IG-88D (paired with Charlie).

Each for their own reasons, none which conflict with his ability or gameplan.

But we digress. This is an Impspray topic (which also has merits).

Edited by K Genesis

As I mentioned in another thread, boba Fett with fearlessness, proton bombs, k4, countermeasures paired up with manaroo is not easy to kill.

This frees up his a tion to allow him to take the evade action paired up with two focuses helps reduce that dmg, get him into range 1 and pop countermeasures and with Fett rerolls he's a tough nut to crack, then drop a proton bomb and have manaroo come in firing missiles

Why does that Boba Fett have K4 Crew? Where's Dengar crew? 'Cause I can't think of a reason to use K4 over Dengar unless Dengar is already somewhere in the list.

Honestly, I can't think of a reason why'd you use any of them. Boba should never be out of R1 and there are so many great crew choices for the slot to be wasted on action-economy you already have.

What would you use?

Ever since wave 8, I see little reason not to use 4-LOM (present tense, 'spray is, by far and still an understatement, the ship I fly the most) . For my playstyle and meta, it fits perfectly and keeps Boba slim. But, for a long time or if I have the points left, Gunner. In a Bounty Bros formation, IG-88D (paired with Charlie).

Each for their own reasons, none which conflict with his ability or gameplan.

But we digress. This is an Impspray topic (which also has merits).

Yeah, they seem good.

Be better with two of them, obviously...

What exactly is 4-LOM supposed to be doing anyway?

4-lom let's you choose an opponent focus or evade and makes it so they can't use it during defense, but at a cost of an ion token.

Which is why I don't use it. I get one use out of it, after that I don't want to get ioned. Plus if my opponent ends up rolling evades I feel I got an ion for nothing.

I think having better action economy is a better way to go. K4, dengar, seem like better options

4-lom let's you choose an opponent focus or evade and makes it so they can't use it during defense, but at a cost of an ion token.

Which is why I don't use it. I get one use out of it, after that I don't want to get ioned. Plus if my opponent ends up rolling evades I feel I got an ion for nothing.

I think having better action economy is a better way to go. K4, dengar, seem like better options

I mean when I picture him, what's he doing that causes his ship to take an ion but makes their opponent easier to hit?

Hacking Maybe.

4-lom let's you choose an opponent focus or evade and makes it so they can't use it during defense, but at a cost of an ion token.

Which is why I don't use it. I get one use out of it, after that I don't want to get ioned. Plus if my opponent ends up rolling evades I feel I got an ion for nothing.

I think having better action economy is a better way to go. K4, dengar, seem like better options

You say "better", I say "redundant".

And if you end up rerolling blanks or not needing rerolls, your 3 pts spent did nothing for that turn.

Everything has ups and downs. For what it does, 4-LOM's down is negligible if you plan it right. And Boba can afford it, since he has built-in economy.

Personally I think they are going to upgrade the Imperial Firespray via the new Conditions mechanic.

I can just imagine the condition being called something like "no disintegrations" and will enable you, when attacking named pilots, to apply an Ion token for every u cancelled damage result during an attack. This would represent them trying get to disable the ship, as opposed to out right destroying it.

It would also give the Imperials a very strong control ship, allow you to make effective use of your rear Arc and give the Imperial Firespray a unique play style separate from the Scum one.

Firespray Title

Your upgrade bar gains one crew slot and loses Bomb and Missiles slots.

-2 Points

4-lom let's you choose an opponent focus or evade and makes it so they can't use it during defense, but at a cost of an ion token.

Which is why I don't use it. I get one use out of it, after that I don't want to get ioned. Plus if my opponent ends up rolling evades I feel I got an ion for nothing.

I think having better action economy is a better way to go. K4, dengar, seem like better options

You say "better", I say "redundant".

And if you end up rerolling blanks or not needing rerolls, your 3 pts spent did nothing for that turn.

Everything has ups and downs. For what it does, 4-LOM's down is negligible if you plan it right. And Boba can afford it, 9since he has built-in economy.

Only when at range 1 does his ability work.

And 4 lom doesn't do anything but give you n ion token if your opponent does all evades anyway.

Boba Fett cannot stay at range 1 forever and this is where people make mistakes with him. Yes his ability is nice, but your opponent is also going to get an extra dice,so if you only have two evades and he has 4 attack dice your still going to take a pounding if your in range of multiple ships.

With dengar you'll always get to reroll, even outside range 1. Or if your only range 1 of 1 ship you'll still get to reroll 2-3 dice, and with k4 if you end up not needing to use that target lock, well you have it for next round.

Not redundant at all. I don't like having my ships get ioned. Not my thing.

4-lom let's you choose an opponent focus or evade and makes it so they can't use it during defense, but at a cost of an ion token.

Which is why I don't use it. I get one use out of it, after that I don't want to get ioned. Plus if my opponent ends up rolling evades I feel I got an ion for nothing.

I think having better action economy is a better way to go. K4, dengar, seem like better options

You say "better", I say "redundant".

And if you end up rerolling blanks or not needing rerolls, your 3 pts spent did nothing for that turn.

Everything has ups and downs. For what it does, 4-LOM's down is negligible if you plan it right. And Boba can afford it, 9since he has built-in economy.

Only when at range 1 does his ability work.

And 4 lom doesn't do anything but give you n ion token if your opponent does all evades anyway.

Boba Fett cannot stay at range 1 forever and this is where people make mistakes with him. Yes his ability is nice, but your opponent is also going to get an extra dice,so if you only have two evades and he has 4 attack dice your still going to take a pounding if your in range of multiple ships.

With dengar you'll always get to reroll, even outside range 1. Or if your only range 1 of 1 ship you'll still get to reroll 2-3 dice, and with k4 if you end up not needing to use that target lock, well you have it for next round.

Not redundant at all. I don't like having my ships get ioned. Not my thing.

If you're jousting with a 'spray, you're doing it wrong, man. Very wrong.

I could go on about how if you're surrounded by a swarm Dengar and K4 also go to waste, large base speed / high PS maneuvering, huge 2-pt net gain and other stuff. But let's end it on a "agree to disagree" note.

Again, it's still an Impspray topic.

Edited by K Genesis

Conditions are the perfect opportunity:

Bounty Hunter Contract

Firespray-31 Only

At the start of the first round, assign a "Bounty" condition token to an enemy large or small ship. When a ship with a "Bounty"' token performs an action within Range 1-2 of this ship, you may remove a stress token and perform a free boost or barrel roll action. Defending ships with Bounty Tokens may not spend tokens when in your Firing Arc.

For the lulz:

He's No Good To Me Dead

Firespray-31 Only

Once per game: During the activation phase, when this ship overlaps or is overlapped by an Ionized ship, you may perform a free action to remove that ship from the game. If you do, you may not attack this turn.

Boba the Ace Eraser:

Boba Fett, Fearless, Autoblaster Cannon, Homing Missiles, Extra Munitions, Slave-1 Title, 4-LOM, Long Range Scanners, Black Market Slicer Tools.

Aces won't want to get in his arcs, and won't want to PTL to get into R1-2 of his blind spots. Don't fear the ion from 4-LOM (use to squash a Focus when firing a Homing Missile); use the second one when you'd have done a 1-straight anyway.

Sub VI for Fearless when you want PS advantage instead of the extra R1 die.

Edit: Of course (Argh!) the thread was about Imperial, not Scum firesprays!

So, revised:

Boba Fett, VI, Autoblaster Cannon, Homing Missiles, Extra Munitions, Slave-1. Agent Kallus, LRS

Not quite as good, but still nasty.

Edited by Hawkstrike

Really dude?

Ace eraser?

You're not even trying

its erACEser

Not every ship is going to work in the top tier metagame: as much as FFG aims for that you'll never get everything in the hyper-synergistic perfect storm super-builds. With FFG's patching method you'll never have every ship represented at once in the bracket currently occupied by various forms of Palpatine and the Jumpmaster. A ship can be perfectly balanced but simply hard countered by what's popular. The B-wing's a great ship but it has hit point based defence which is countered hard by the alpha strike meta we have at the moment.

It's when a ship can't perform in the B game that it's in trouble. If you remove the top tier meta-lists from the equation and it still can't pull its weight then it's in trouble.

I guess the question with the Impspray is what has it got now over a TIE defender?

Using what we have now...whats the best possible imp firespray list?

Gauntlet..

.. thrown...

Using what we have now...whats the best possible imp firespray list?

Gauntlet..

.. thrown...

Palp Aces with Fett:

Palp shuttle

Fett, VI, EU, Title (because), Intel Agent

OL, Juke and Comm Relay

Dunno how well it works but looks good on paper I guess.

Using what we have now...whats the best possible imp firespray list?

Gauntlet..

.. thrown...

Challenge accepted. Maybe a "best possible for each pilot"?

Krassis Trelix (36):

  • Heavy Laser Cannon (7)
  • Agent Kallus / Tailgunner (2)
  • Slave-1 (0)
  • Long-Range Scanners (0)

Total: 45 pts

Between Kallus and his own effect, full mods against a specific target, freeing you to evade every turn and be tankier. If Tailgunner, you're a menace from both arcs.

LRS puts a lock on someone for when you decide to attack with the rear arc. Lock's never Krassis' standard action anyway, take one and have something to do whenever you disengage. Feel free to add bombs and EM.

Wingmates: Vessery and any TIE/fo

Kath Scarlet (38):

  • Veteran Instincts (1)
  • "Mangler" Cannon (4)
  • Engine Upgrade (4)
  • Rebel Captive (3)

Total: 50 pts

Standard StressKath, drop Mangler is Palp is present. Least favorite of the trio, tbh.

Wingmates: Any named Decimator pilot

Boba Fett (39):

  • Veteran Instincts (1)
  • Homing Missiles (5)
  • Engine Upgrade (4)
  • Agent Kallus / Tailgunner (2)
  • Slave-1 (0)
  • Extra Munitions (2)

Total: 53 pts

Pretty much an upgraded Krassis on a short-term steroid. HM lets you keep the TL, so you have full mods on a given target. You might want ConcussionM, if you don't mind blocking evade tokens. Again, Tailgunner alters the dynamics. After ordnance is gone, you still have a dangerous PS10 ace.

Wingmates: Soontir and Academy Pilot

Edited by K Genesis

"The Better ...."

title

Firespary only.

All upgrades are reduced by 2. You must have an additional title equipped.

0 pts

Fixed or over fixed?

I've been flying Kath, Mangler Cannon, Reb Captive, Predator, extra Shield + Soontir, PTL, AT, SD + Acad. Tie.

Mostly against new Scum ships, and still having fun!