Revitalize the Imperial Firespray?

By NavigatorOnASpiceFreighter, in X-Wing

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.

If you're jousting with spray

If you're dodging with spray

If you're.... dаmn it, it's all it can POSSIBLY do and it sucks at both :D

Edited by Warpman

Hacking Maybe.

Why would hacking somebody else's ship ionize his own?

Maybe he's using up all the CPU cycles of the ship he's on to accomplish his hacking so it's responses to pilot input are delayed?

Firespray Title

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

-2 Points

I prefer the idea of not giving it a negative points cost but giving you a discount on equipped crew, thus encouraging more interesting loadouts rather than just cheaper Firesprays. It could also represent someone being forced to work for the Firespray pilot - you're not paying for them!

Edited by mazz0

The prisoner transport ideas were pretty flavorful.

In general when I want to play firesprays, my house rule is one upgrade is -3 in cost. This lets you kind of focus the firespray into one play style. Bombs... torps... crew all-rounder. Backspray. etc. Or I guess, gives them Engine for 1 point basically lol.

It probably really wants a 2nd crew... without the ability to take Palpatine.

Maybe a title that literally lets you equip an additional crew for free that costs 3 or less?

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

The Kallus-Krassis actually pulled through for me recently. Took a plasma from a scout, three hits. Managed to roll 1 evade and a focus. Kallus converted the focus and I spent the evade token.

I felt good about myself that day.

However, the HLC only fired twice. I think you need to be looking at missiles for maximum impact and Krassis abuse. With the state of the game being what it is, you are range 1 a lot of the time and/or using that rear arc.

The prisoner transport ideas were pretty flavorful.

In general when I want to play firesprays, my house rule is one upgrade is -3 in cost. This lets you kind of focus the firespray into one play style. Bombs... torps... crew all-rounder. Backspray. etc. Or I guess, gives them Engine for 1 point basically lol.

It probably really wants a 2nd crew... without the ability to take Palpatine.

Maybe a title that literally lets you equip an additional crew for free that costs 3 or less?

Buttspray (sorry, kath) would have been buffed had the Barrelroll mod been not restricted to small ships :c

nah, it must have something to do with useless ordnance slots. Like it did for Tie Bomber Shuttle

...

...

The Kallus-Krassis actually pulled through for me recently. Took a plasma from a scout, three hits. Managed to roll 1 evade and a focus. Kallus converted the focus and I spent the evade token.

I felt good about myself that day.

However, the HLC only fired twice. I think you need to be looking at missiles for maximum impact and Krassis abuse. With the state of the game being what it is, you are range 1 a lot of the time and/or using that rear arc.

Best feeling on a table ever.

Missiles are totally acceptable, if you need to save that 1 squad point for something else. It would also require you to go with Chips, instead of Scanners, and change dynamics a bit. But it should work as well.

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.

So...what makes the Firespray bad these days? I know it suffered from PTL Arc Dodgers who can get out of it's firing arc, but I'm thinking those might be a lot fewer in a short bit. TLT's hurt them, but they are gone. U-boats could hurt them, but you can always go for an Alpha Strike first and hit them hard.

If we are going to see a lot less of Soontir Fel and others like him, what makes the Firespray bad?

Krassis probably wants to go with Slave 1 title, Cluster Missiles, and Extra Munitions. Heck, throw on Guidance Chip, too, and you will see him do some damage.

I always heard Recon Specialist does really well on a Firespray. You get one Focus for offense and one for defense. The two green dice with a Focus isn't bad.

Tail Gunner can do well with getting that minus to the rear firing. I can see this guy being especially useful on someone like Imp Boba Fett with the higher PS and his ability to change. Maybe use Predator for adjusting the dice and Engine Upgrade for the Boost action?

If you take Daredevil with Engine Upgrade, does that mean you don't take the damage? You could get that 1 sharp turn a lot easier.

Rebel Captive sounds good for a Firespray.

Ysanne Isard could be quite useful. So could Agent Kallus.

Kath Scarlet with Mangler Cannon seems obvious to me. Maybe throw on Recon Spec?

The prisoner transport ideas were pretty flavorful.

In general when I want to play firesprays, my house rule is one upgrade is -3 in cost. This lets you kind of focus the firespray into one play style. Bombs... torps... crew all-rounder. Backspray. etc. Or I guess, gives them Engine for 1 point basically lol.

It probably really wants a 2nd crew... without the ability to take Palpatine.

Maybe a title that literally lets you equip an additional crew for free that costs 3 or less?

It really should work. I had some other mechanics where you could take a "slaver" or BH and get a unique crew from another faction and get limited uses...you could take an imperial contract and get another non-unique "support" crew. Really drive home that use of the firespray.

I think I had a title for it that was kind of like what they did for the Falcon and the outer rim smuggler but in reverse. I believe I took away 1 att and added 2hp (I think it was 1 of each). Gave you a cheap firespray that you could "upgrade" to military with bombs, cannon, missile but could just run it with cool crew and titles to take up space and control...

the point is that now it will face:
1. palpaces. they're not going anywhere

2. ghost aka "what Firespray aspires to be when it grows up"

3. crackswarm that EATS IT ALIIIIVE!

4.biggz+arcs (OUCH!)

5. dengar, han (they return, what are they, CAZULS?)

6. regen arseholes return now that UUU is retreating

7. UUU that still hits like a truck of bricks

8.DEFENDERS that ougtun it in any manner possible

So...what makes the Firespray bad these days? I know it suffered from PTL Arc Dodgers who can get out of it's firing arc, but I'm thinking those might be a lot fewer in a short bit. TLT's hurt them, but they are gone. U-boats could hurt them, but you can always go for an Alpha Strike first and hit them hard.

If we are going to see a lot less of Soontir Fel and others like him, what makes the Firespray bad?

Krassis probably wants to go with Slave 1 title, Cluster Missiles, and Extra Munitions. Heck, throw on Guidance Chip, too, and you will see him do some damage.

I always heard Recon Specialist does really well on a Firespray. You get one Focus for offense and one for defense. The two green dice with a Focus isn't bad.

Tail Gunner can do well with getting that minus to the rear firing. I can see this guy being especially useful on someone like Imp Boba Fett with the higher PS and his ability to change. Maybe use Predator for adjusting the dice and Engine Upgrade for the Boost action?

If you take Daredevil with Engine Upgrade, does that mean you don't take the damage? You could get that 1 sharp turn a lot easier.

Rebel Captive sounds good for a Firespray.

Ysanne Isard could be quite useful. So could Agent Kallus.

Kath Scarlet with Mangler Cannon seems obvious to me. Maybe throw on Recon Spec?

Kath with tactican and flechettes is a funny combo. You catch someone at range 2 and they take two stress and a third as a reward for successfully evading the attack (assuming guidance chip for the crit).

However, whilst that works against aces, it sucks against everything else.

The problem with the Firespray is that it is like a really large Xwing. It is meant to be a jack of all trades style ship and it IS so that means it does a lot of things OK but nothing great. Competitive scene only wants ships that do things EXCEPTIONALLY and/or spammable.

What it needs is a niche. Something to make it worth while over the other options available. Would a sensor slot help it? Maybe with a new sensor upgrade which doubles your native agility against secondary weapons or allows you to spend focus tokens as evade tokens if needed?

I am very fond of the Firespray ship in general, and wish that it would be a "workable" ship. I was following all the discussions on the topic, started some myself, and find it quite disheartening that there are ships just plain "bad" in this game. I understand that keeping everything balanced is not possible (try the US budget for example ^_^ ) , and with every new wave the number of possible permutations WILL make it harder and we WILL see more above and below curve builds. However, it still makes me sad that we are at a point when running what you like is not possible, and instead one must run what is good. Just sad panda moment... I guess all games end up in the same game after a while... :(

I would like to see a title that gives it the tech slot.

I would like to see a title that gives it the tech slot.

that wouldn't really accomplish anything without also having a Tie/x1 style point discount on the upgrade purchased

aka, free Comm Relay

I would like to see a title that gives it the tech slot.

that wouldn't really accomplish anything without also having a Tie/x1 style point discount on the upgrade purchased

aka, free Comm Relay

Yeah, I really don't see it happening either way tbh. Comm relay would greatly increase survivability (through action or Ysanne) and recon specialist would always be a decent choice for the other two tech choices.

Another idea that I had is a title that grants an additional missile slot, a negative cost and only allows the missiles to be shot between the arcs (i.e. left and right side) for a pseudo turret with range bands. This would help reduce the blind spots but not be nearly as powerful as a turret due to it being limited by actions, limited shots and range bands.

I've been smashing Dengar about lately with Imp. Kath and then to make it worse I went and spoke to the Emperor and he and Capt. Kagi came for a ride and we smashed Dengar some more! Usually though I have been flying her with Soontir and an Acad. Pilot, haven't been doing to badly...now to get them dammed B-wings flying again (before I grab a couple O ARCs).

I would like to see a title that gives it the tech slot.

that wouldn't really accomplish anything without also having a Tie/x1 style point discount on the upgrade purchased

aka, free Comm Relay

Why tech? it needs the god-forsaken sensors, a double-tap of sorts (looking at the unused doubletap defender title)

anything that makes it more than fat T-65 with butt-gun

The problem with the Firespray is that it is like a really large Xwing. It is meant to be a jack of all trades style ship and it IS so that means it does a lot of things OK but nothing great. Competitive scene only wants ships that do things EXCEPTIONALLY and/or spammable.

Well....if PTL Arc Dodgers really die down...and jousting comes back, we could see T-65's back on the tables. If so, why not the Firespray? If we can get jousting back in the game (as it appears FFG really wants to happen), then why can't the new toys give the Imperial Firespray a place again?

The problem I see is tlt. I am not sure what ffg has planned, but Jouster's are usually slower ships vs arc dodgers which are faster. Jousting ships can't close in as fast on a tlt list, where as faster ships with auto thruster and can zip into range 1 of a tlt.

So if Jouster's do make a comeback that'll mean tlt spam will as well? I hope not.

Tlt wreak havoc on anything with 2 or less dice. Imo

all it needs is another crew slot.

I don't do mathwing, so i don't know how many points it would cost and if it needs to give away something.

But give the Imperial FIrespray a title that gives another crew slot and the ship would be back in the game.

all it needs is another crew slot.

I don't do mathwing, so i don't know how many points it would cost and if it needs to give away something.

But give the Imperial FIrespray a title that gives another crew slot and the ship would be back in the game.

Yep!

I know this is an Imp 'spray thread, but I feel gonk does a great job keeping Boba in the fight. He can go in, smash some faces, and then disengage and repair. I always take proton bombs to make sure I'm not followed.

A second crew slot would do wonders though, and open up a ton of options.

I still like Imperial Boba Fettigator though, even though he isn't super action efficient. I flew this build a lot earlier this year:

Boba: Expert Handling, Navigator, Slave 1, LRS (44) add proton bombs and EM for (51)

He is pretty cheap, and can be pretty squirrelly with the dial change and BR. It is fun for casual play, but feels a bit lacking against the aces.

I would like to see a title that gives it the tech slot.

that wouldn't really accomplish anything without also having a Tie/x1 style point discount on the upgrade purchased

aka, free Comm Relay

Why tech? it needs the god-forsaken sensors, a double-tap of sorts (looking at the unused doubletap defender title)

anything that makes it more than fat T-65 with butt-gun

​Because I like tech, it seemed like a good way for the Firespray to save an evade for later or make recon specialist more appealing with the other options.

all it needs is another crew slot.

I don't do mathwing, so i don't know how many points it would cost and if it needs to give away something.

But give the Imperial FIrespray a title that gives another crew slot and the ship would be back in the game.

Yep!

Make sure that it cant be used by palp with how it is worded.

How about a firespray only mod that allows it to perform the old barrel rolls: Stabilizing fins - Your action bar gains the barrel roll symbol. You must perform barrel rolls using the 1 straight template lengthwise.

Make sure that it cant be used by palp with how it is worded.

Yeah, I'd have a card that costs a few points and says something like "you may equip an additional crew card worth up to four points for free"