Bombing Dual Firesprays

By flooze, in X-Wing Squad Lists

I got a second Firespray on christmas. Having flown Kath every now and then, I tried to have both Firesprays on the table. In a first game, after having lost Kath early, my severely damaged Boba was able to take out all of his three ships due to some sloppy play of my opponent. Bombs were definitely a factor. So I scored a lucky first win with the Firesprays.

After the game I refined the list a little bit and here is what I would try next time. Feel free to comment, I appreciate any thoughts you can give me.

Bombing dual Firesprays:

Boba Fett (Scum) — Firespray-31 39
Veteran Instincts 1
Bomblet Generator 3
Cad Bane 2
Seismic Torpedo 2
Slave I 0
Ship Total: 47

Kath Scarlet (Scum) — Firespray-31 38
Push the Limit 3
Proximity Mines 3
K4 Security Droid 3
Scavenger Crane 2
Engine Upgrade 4
Ship Total: 53

Initially I did not have proximity mines on Kath, but they fit the theme I set with Cad Bane and the bomblet generator. I also think they become quite brutal with the rerolls from Cad. I removed the engine upgrade from Boba since I felt I wanted other actions instead. The four points went into "unlimited" mines for Kath in the form of scavenger crane and the seismic torpedo, which serves me double by adding to the unblockable damage theme and making space on the board for my large ships.

On how to win with this list, I have an idea but I am not sure how to get there. Maybe you can give me some advice? I somehow want the enemy to chase me, as there will be bombs in the wake and the excellent 4 dice rear arc of Kath, ideally supported by target lock + focus + evade. Boba wants to be in the thick of the action, so much is clear.
I struggle with the table corners, feeling that k-turning is the way to go, but then the chase is over. I would appreciate hints on corner handling and "overtaking" to reinitiate the chase.
I clearly have to learn to fly them better, as I am not used to having only large ships on the board.


Thanks for reading, looking forward to comments on the list as well as on handling it. Any feedback is appreciated.

Edited by flooze

I think that for boba, you need to field the "Andrasta" title, otherwise you cannot have bomblets due to there only being one bomb slot (Bomblet takes two) otherwise I don't play scum and don't know how to tweak it.

Edit: Nevermind, see bane now

Edited by CMDR Ytterium

Some observations...

I think you would realize greater benefit with the Engine Upgrade on Boba Fett. At his high pilot skill, he wants to be able to position himself for Range 1 shots with re-rolls... at the moment, he can't adjust his angles at all. At the same time, Kath really wants her actions open for dropping mines, rather than boosting. For that matter, you're giving your opponent every reason to not get behind you by making Kath your bomber - she only gets scarier from behind.

I'd suggest looking at a layout something like this:

  • Boba Fett (Firespray) - 47 total
    • Veteran Instincts
    • Engine Upgrade
    • Andrasta
    • Bomblet Generator
  • Emon Azzameen - 49 total
    • Scavenger Crane
    • Cad Bane
    • Slave 1
    • Cluster Mines
    • Proximity Mines
    • Seismic Torpedo
    • Long Range Scanners
  • +4 points of whatever else you'd like to add

Boba works like you'd expect - rushing in and mixing things up in close combat. He's happy to drop bomblets up close and get rerolls when the enemy scrambles to get out of his back arc. Emon moves before Boba, and can help clear his flight lanes with his Seismic Torpedo. His ability to throw bombs several different ways, paired with the fact that his bombs come out AFTER he moves, makes him highly unpredictable when it comes to auto-damage.

Sounds reasonable. I stuck to Kath although there is a better bombing pilot around, which may be a mistake.

I will give it a try, spending the remaining points on a recon specialist for Boba.

Edited by flooze

Boba seems pretty much fine. It'd be cool to add in Glitterstim (it works so well when he's at Range 1 with multiple rerolls), but there may not be points.

I don't really like limiting Kath to green moves only. If you can find a point, taking Expertise and Dengar crew would be really strong. If you're no longer limited to Green moves, perhaps you could skip Engine Upgrade on Kath (or move it to Boba). I don't dislike the idea of using a Proximity Mine and Scavenger Crane (or move Slave 1 there and give her Extra Munitions instead) on Kath; it seems like an interesting alternative to the HLC/Dengar/Expertise build I've seen. Your front-arc will be weaker, but you've got a scary bomb drop.

How vital were Seismic Torpedos? They're certainly a cool upgrade, but they also seem like low-hanging fruit to go after in points.

5 hours ago, theBitterFig said:

How vital were Seismic Torpedos? They're certainly a cool upgrade, but they also seem like low-hanging fruit to go after in points.

I don't think seismic torpedoes are vital. For sure they are the first thing to drop if points are needed.

For the expertise / glitterstim part, I think I will give them a try, hopefully next week. Didn't include them yet since I'd have too proxy them.

On the topic of limiting Kath to green moves - you don't like push the limit on her? I think the K4 fits quite naturally with push the limit. The Firesprays greens are a little bit limited though, so I feel where this may come from. D on't want to reject you proposal since I see the strength in expertise with Dengar, potent dice modification without the need for an action.

Oh this is a really fun concept. I love Firesprays, and I think Bombers could be bomb.

So first, whichever one has Cad/Bomblets doesn't need Slave 1 title, while the other would value it more, because then they could use EM to get a second bomb drop.

2nd, whichever one has Slave 1/EM/Mines will likely be using the action to drop the mine, so I would include Dengar.

That rounds out your basic builds. As for EPTs, Pilots, and Mods? Boy do you have choices! I wouldn't fill in Missiles or Canon with anything.

If you include Boba (on Cad/Bomblets), VI/EU/Glitter are excellent choices.

For Kath (or a generic) with Slave 1/EM/Mines/Dengar, Expertise and EU are both solid choices

Keep Emon in mind too - he's super fun.

I like Emon for bombing and for action bombs (mines) the lower PS helps as you know exactly where the higher PS ships are going to be. My current Emon build is:

Emon Azzameen (48) - Firespray-31
Proximity Mines (3), •Dengar (3), Harpoon Missiles (4), •Slave I (0), Guidance Chips (0), Extra Munitions (2)
Someone else mentioned glitterstim which I used to include on him but very rarely ended up using. I see the missiles as a must to improve offense, especially during initial encounters, guaranteeing 4 dice and a crit out of Guidance Chips.
Edited by eljms
2 hours ago, eljms said:

I like Emon for bombing and for action bombs (mines) the lower PS helps as you know exactly where the higher PS ships are going to be. My current Emon build is:

Emon Azzameen (48) - Firespray-31
Proximity Mines (3), •Dengar (3), Harpoon Missiles (4), •Slave I (0), Guidance Chips (0), Extra Munitions (2)
Someone else mentioned glitterstim which I used to include on him but very rarely ended up using. I see the missiles as a must to improve offense, especially during initial encounters, guaranteeing 4 dice and a crit out of Guidance Chips.

What would you think about loading a Scavenger Crane instead of the Extra Munitions? It would give you reloads on both the missiles and the mines, and open you up to spending a couple more points on either a torpedo (with Slave 1) or another bomb (with Andrasta)...?

Extra munitions is a guaranteed thing, you get to use the missiles and the mines twice. In all honesty, the times I've played with this build, it's tough to use the ordnance more than that and if I have used it I'm generally doing well. I've never tried with scavenger crane but my fear would be the conditions that come attached with it. There's a risk that I'd want that second missile salvo, or second mine before a ship is destroyed. There's also a risk that I'd have to discard scavenger crane after using it once.

It's a good suggestion though, if there was an idea for the torpedo slot or extra points to spend. (At the moment my points are already stretched thin! :) - current squad here )

I guess for the topic in hand (a two firespray list) there might be something cool to do with the extra points. How would you use them? Seismic Torpedo?

I tried a few variations and I finally found a list I feel comfortable with.

The last iteration was slightly different, having engine upgrade on Emon, which I never used, and trick shot on Kath.

Emon Azzameen (36)
Bomblet Generator (3)
Cad Bane (2)
Proximity Mines (3)
Proximity Mines (3)
Andrasta (0)

Kath Scarlet (Scum) (38)
Veteran Instincts (1)
Heavy Laser Cannon (7)
Dengar (3)
Engine Upgrade (4)

Total: 100

View in Yet Another Squad Builder

Now we have two very distinct Firesprays.

Kath just hammers on with 4-5 dice. Range three front arc and range one aft arc are the desired places to have your foe. EU for fine tuning on this, although focus is the action of choice for those reliable hits. Could upgrade VI for expertise to mitigate this, and opening the evade action, but then she is really expensive. Lone wolf is also a good option, especially for those defensive rerolls.

Emon is built as a pure bomber. Proximity mines were chosen since their three dice rolled can be modified by Cad Bane, and you can drop them after flying in four different spots. So they will hit something reliably. Bomblets are nasty, even more so with Emmons choice of droppoint.

About the maneuvering. Both pilots will fly differently. Kath is pure joust, if you can manage range three on approach and range 1 rear after the passing that really hurts whomever gets in the way. Don't be shy to disengage and k-turn somewhere safe. Emon is no bad jouster but lacks the raw power of Kath. I found it preferable to diverge and keep Emon at bombing, shooting at targets in his rear arc. Evade was the action of choice typically.

For their points, the Firesprays are quite fragile. They are a big target which is easily cought in arc. Without the one turn, they fly rather fast, which should be exploited. Joust, diverge, don't let a single ship get focus fired upon. Disengage, take an evade and plan your next approach.

Their rear arc is really good, but they are no PWT. Them being large ships will always hurt in a tournament setting die to the 50% rule.

Once I understood how to fly them, they were really fun: brutal and fast.

That looks like an absolute hoot. I, personally, prefer Kath with Expertise, but you are right, that's a lot of points.

What I'd do is just ditch EU for it, take Evade actions, rely on having 2 arcs to keep shots.

As for Emon, I'd use him purely as a mine layer. Slave 1, EM, Cad Bane, and Double Prox mines is brutal.

What abut this idea:

Boba Fett (Scum) (39)
Veteran Instincts (1)
Bomblet Generator (3)
Cad Bane (2)
Glitterstim (2)
Engine Upgrade (4)

Emon Azzameen (36)
Proximity Mines (3)
Unkar Plutt (1)
Harpoon Missiles (4)
Extra Munitions (2)
Experimental Interface (3)
Slave I (0)

Total: 100

View in Yet Another Squad Builder

Its a bit of an amalgamation of the ideas above. I changed up a bit. I f I have it right I can bump with Emon, take an action (and damage) with Unkar then EI off of that to drop a bomb on someone.

12 hours ago, Greebwahn said:

That looks like an absolute hoot. I, personally, prefer Kath with Expertise, but you are right, that's a lot of points.

What I'd do is just ditch EU for it, take Evade actions, rely on having 2 arcs to keep shots.

As for Emon, I'd use him purely as a mine layer. Slave 1, EM, Cad Bane, and Double Prox mines is brutal.

I have the feeling the decision to take EU is really up to personal preference. I heard so many people who were insisting that it is a must have on the Firespray. On the other hand I noticed myself that in some games I didn't use it at all, because I didn't need to.

The double proximity mine plus EM sounds fun, I would definitely try that.

5 hours ago, Rolotamasi said:

What abut this idea:

Boba Fett (Scum) (39)
Veteran Instincts (1)
Bomblet Generator (3)
Cad Bane (2)
Glitterstim (2)
Engine Upgrade (4)

Emon Azzameen (36)
Proximity Mines (3)
Unkar Plutt (1)
Harpoon Missiles (4)
Extra Munitions (2)
Experimental Interface (3)
Slave I (0)

Total: 100

View in Yet Another Squad Builder

Its a bit of an amalgamation of the ideas above. I changed up a bit. I f I have it right I can bump with Emon, take an action (and damage) with Unkar then EI off of that to drop a bomb on someone.

I found that I don't like Boba that much. Maybe it's just me, but I tend to rely too much on his ability and try to force something that is not there. It sounds nice, but it feels weak on the table. PS 10 is nice though.

The Unkar Plutt + EI combination is interesting and should work that way. Apart from the Harpoons, it feels just like the list lacks in the shooting department. And be careful with the self stress, the greens are weak on the Firespray.

Edited by flooze
On ‎21‎/‎01‎/‎2018 at 8:10 AM, Rolotamasi said:

What abut this idea:

Boba Fett (Scum) (39)
Veteran Instincts (1)
Bomblet Generator (3)
Cad Bane (2)
Glitterstim (2)
Engine Upgrade (4)

Emon Azzameen (36)
Proximity Mines (3)
Unkar Plutt (1)
Harpoon Missiles (4)
Extra Munitions (2)
Experimental Interface (3)
Slave I (0)

Total: 100

View in Yet Another Squad Builder

Its a bit of an amalgamation of the ideas above. I changed up a bit. I f I have it right I can bump with Emon, take an action (and damage) with Unkar then EI off of that to drop a bomb on someone.

If you want to take Emon with Experimental Interface and Mines, seriously try and find a point for Burnout SLAM.

Drop Harpoon Missiles to Cruise Missiles, maybe?

Being able to have a large ship pull two speed 3 moves chained together and then lob out mines with Emon's super-bombardier rule on top makes Advanced SLAM K-wings of yore weep with envy...

4 hours ago, Magnus Grendel said:

Being able to have a large ship pull two speed 3 moves chained together and then lob out mines with Emon's super-bombardier rule on top makes Advanced SLAM K-wings of yore weep with envy...

What happens when you slam a red? It's a maneuver, so you get stressed, right?

I actually went to play this as my regionals list. I screwed up royally, but I wouldn't blame the list. Maybe a little bit since it's tricky to fly, but that is again to blame on me or at least the lack of practice before the event.

I think I forced the bombing too much in some games, which left me without shots from Emon for a few rounds. Definitely something to improve on. Keeping a formation or at least coherent flying style and switching to kiting after the initial joust did the trick and the bombs really hurt that way. Gives your opponent a hard time deciding what to do (or you an easy time if he is oblivious to what bombs can achieve)

Here is the list

Mandalorian Mercenary (35)
Trick Shot (0)
Heavy Laser Cannon (7)
Dengar (3)
Glitterstim (2)
Engine Upgrade (4)

Emon Azzameen (36)
Bomblet Generator (3)
Cad Bane (2)
Glitterstim (2)
Proximity Mines (3)
Proximity Mines (3)
Andrasta (0)

Total: 100

View in Yet Another Squad Builder

I decided to go for the merc over Kath since I wanted to have glitterstim on both ships, and including that was a good decision.

What I would tweak from here is to exchange trick shot for adaptability (although 5 dice range three is really sweet) to get more freedom for movement choices since both pilots will then be PS 6.

Maybe Kath is the still the option due to the kiting aspect of the strategy, but then I would remove the HLC and add EU on Emon. Weaker on the initial joust but full kite mode afterwards.