Viable Twin Firespray Builds?

By hoarybat, in X-Wing Squad Lists

Hello everyone,

I’m new to X-Wing 2.0 and have very little experience list-building.

Are there any viable twin Firespray-31 builds, or is this a ship that really needs the help of a swarm of other inexpensive ships?

Here’s what I’m thinking. I’d really appreciate any comments or suggestions!

Firespray -class Patrol Craft - •Boba Fett - 105
•Boba Fett - Notorious Bounty Hunter (80)
Elusive (3)
•L3–37 (4)
Inertial Dampeners (1)
Shield Upgrade (6)
Slave I (5)
Adv. Proton Torpedoes (6)

Firespray -class Patrol Craft - •Kath Scarlet - 91
•Kath Scarlet - Captain of the Binayre Pirates (74)
Elusive (3)
Inertial Dampeners (1)
Shield Upgrade (6)
Marauder (3)
Veteran Tail Gunner (4)

Total: 196/200

View in the X-Wing Squad Builder

The first thing that stands out is kath, her ability won't proc.. at all. Non-imited means not a named pilot so I'd consider a different pilot here- koshka, krassis, emon, just depending what your wanting to do. Other than that it looks functional, I say take it for a spin and test some things. In 2.0 2 ships is generally considered not as good as before since the ship count has gone up by approx 1 this edition. But the firespray chassis is stronger now and medium base with inherent boost which is amazing.

I assume you don't have han gunner but thats ok. I'd consider mines somewhere over shields personally though.

I've missed inertial dampeners on fett myself but I keep forgetting they've added the cost of a shield to the card this edition which deters me from taking it now. But still try it out and let us know.

Lastly I'm not sold on elusive. Theres much better things to be doing particularly for fett.. trick shot, debris gambit, lone wolf would all be better IMO.

In general, the biggest issue with double firespray is that you've given up both survivability and firepower, when compared to a different sort of Boba Fett list. Guri or Fenn Rau can dodge arcs far better than the non-Boba Firespray (better than Boba, too) and add survivability to the list. Going with more ships, like Boba/4-LOM/Palob or Boba/Kavil/Jakku/Jakku, add extra guns for more firepower, as well as control. A second firespray doesn't have too much firepower, too much control, or too much added toughness.

In 1e, you could slap Heavy Laser Cannons on everyone, or 4-dice Missiles, and just blast people, but the secondary weapons just aren't there for 2e.

//

With Slave 1 Boba, I feel like IG-88 D crew becomes quite tempting. Having multiple tokens on Boba, given how his rerolls work, is really strong. It also works really well against Vader/Whisper, which is pretty common. Without Marauder and Han Solo Gunner, I think IG-88 D becomes one of the stronger upgrades for Boba. Even with Han Gunner, I think it's still pretty strong, and a decent contender against 0-0-0 in the crew slot.

I'll also add that Kath doesn't really add much (as @Carnor Rex said, her ability does nothing in this list), other than the lore aspects of flying her with Marauder. Emon Azzameen (with Andrasta title, Proton Bombs, and Proximity Mines) seems like the best 2nd Firespray to me, because he adds the "most different" thing a Firespray can add. Prox Mines don't work quite as well with Emon in 2e as in 1e, since they're systems-phase rather than action-drops, but he ought to be able to sling some devices into interesting and disruptive places. Might be fun to run the Cad Bane crew, too.

//

Otherwise, going for a cheap Boba (Slave 1, IG-88 D) and a cheap Koshka Frost (0-0-0), and then some 3rd ship (Jakku Gunrunner? Outer Rim Pioneer with Tactical Officer?) seems like the best continuation. I think Koshka is probably the 3rd best pilot after Boba and Emon; her ability is like Budget Boba Fett, but at only 9 points cheaper, there's not much reason not to just run Boba in most lists. There'd be a decent amount of spare room for playing around with a few other upgrades.

A filler like a Quadjumper or a Escape Craft doesn't add too much in the way of guns, but it probably helps the other ships work better. Koshka loves stressed opponents, so maybe bring Rigged Cargo Chutes and tractor beam your opponents onto them with the quadjumper. The Escape Craft just hands out extra tokens (coordinate a Reinforce to someone before the execute a Blue move!), but that adds a decent amount of firepower and toughness due to more tokens, as well as likely eating a few shots from an opponent.

For a pre-wave 2 hyperspace tourney (don't ask me why such a thing happened) I threw together a Boba / Emon bomber list. It was fun, I'd rate it around 3/5, maybe would be 3.5/5 fine tuned. But not "good". That's the best dual 'spray build I can come up with.

Currently a lot of people are expecting Boba/Fenn/Escape to be Scum meta for hyperspace format, fwiw.

Thank you all very much for the kind explanations!

19 hours ago, hoarybat said:

Hello everyone,

I’m new to X-Wing 2.0 and have very little experience list-building.

Are there any viable twin Firespray-31 builds, or is this a ship that really needs the help of a swarm of other inexpensive ships?

Here’s what I’m thinking. I’d really appreciate any comments or suggestions!

Firespray -class Patrol Craft - •Boba Fett - 105
•Boba Fett - Notorious Bounty Hunter (80)
Elusive (3)
•L3–37 (4)
Inertial Dampeners (1)
Shield Upgrade (6)
Slave I (5)
Adv. Proton Torpedoes (6)

Firespray -class Patrol Craft - •Kath Scarlet - 91
•Kath Scarlet - Captain of the Binayre Pirates (74)
Elusive (3)
Inertial Dampeners (1)
Shield Upgrade (6)
Marauder (3)
Veteran Tail Gunner (4)

Total: 196/200

View in the X-Wing Squad Builder

The only thing you're getting from Kath in this build is her Initiative. While putting the Marauder title on her is thematic, you'd be better off dropping the Dampeners from both ships, switching her out for Emon, changing the shield upgrade on Marauder for a hull upgrade (that is still 4 shields that have to be chipped out first before the hull starts to get hit), switching the veteran tail gunner out for IG-88D (or put Iggy D on Fett and L3-37 on Emon) and putting proton bombs on Marauder.

Boba Fett (80)
Elusive (3)
L3-37 (4)
Shield Upgrade (6)
Slave I (5)
Adv. Proton Torpedoes (6)

Emon Azzameen (76)
Elusive (3)
IG-88D (4)
Proton Bombs (5)
Hull Upgrade (5)
Marauder (3)

Total: 200

View in Yet Another Squad Builder 2.0

I'm a sucker for thematic builds. I didn't see much utility from Kath's ability anyway, so thought she might be decent in a non-swarm list coupled with a "better" Firespray.

Here's the real story:

I repainted a Marauder, and I want to repaint another Firespray to use in a twin-Firespray list that may not be "good" or "competitive," but isn't so poor as to be unwinnable-with.

18 minutes ago, hoarybat said:

I'm a sucker for thematic builds. I didn't see much utility from Kath's ability anyway, so thought she might be decent in a non-swarm list coupled with a "better" Firespray.

Here's the real story:

I repainted a Marauder, and I want to repaint another Firespray to use in a twin-Firespray list that may not be "good" or "competitive," but isn't so poor as to be unwinnable-with.

So you want to run Marauder thematically. Nothing wrong with that, just swap out Boba for a Bounty Hunter and kit both the BH and Kath out. The Bounty Hunter will trigger Kath's ability and they are decent in a fight, not bad blockers either. :)

Not to mention starting with lower initiative pilots is a good thing too.

Boba with Marauder and Han and Krassis with an Ion cannon is a nice basis of 2 double modded attacks. You can fit in a 3rd ship yet, and/or some more upgrades

I am finding with the right pilots and load-out double Firesprays are very competitive. Especially in hyperspace format.

Edited by bamhvac
20 hours ago, bamhvac said:

I am finding with the right pilots and load-out double Firesprays are very competitive. Especially in hyperspace format.

Care to share a list to make your thread necro somewhat useful?

I’d also love some examples! I’m thinking Torkil Mux might be key to making the PS2 Bounty Hunters work?

Edited by hoarybat

Boba Fett (80)
L3-37 (4)
Hull Upgrade (5)
Marauder (3)
Han Solo (4)

Koshka Frost (71)
0-0-0 (3)

Captain Seevor (28)
Trick Shot (1)

Total: 199

fyi this works, can trade TIE for Escape craft or switch upgrades as HU, L3-37 and 0-0-0 are not mandatory...either mines on Boba or perceptive copilot on Koshka are allrighty.

Seevor is my choice because the model looks cool, mechanic of avoiding obstacles while moving is fun and can jam a target before Koshka delivers a punch.

99% imperial player but will play twin firesprays on hyperspace most likely.

This is the list someone at my local gaming store plays and has great success with.

Boba Fett (80)
Swarm Tactics (3)
0-0-0 (3)
Marauder (3)
BT-1 (2)

Krassis Trelix (70)
Slave I (5)
Proton Torpedoes (9)

L3-37 (22)
Tactical Officer (2)

Total: 199

View in Yet Another Squad Builder 2.0

This build is for Hyperspace. The proximity mines are the key here. They are the damage that a 3rd ship would put out. I have had decent success so far going 5-1 including 3-0 in a Friday night tournament with 18 people. Hard counter for this apparently is supernatural reflexes Luke and a 120 point Han. Though I do think a rematch on that one could possibly go the other way in my favor. There is a 9 point bid using trickshot. I left some room not so much for a bid but for the upcoming point increase.

Boba

-trickshot

-slave 1

-proximity mines

-perceptive copilot

Frost

-trickshot or predator

-marauder

-han gunner

-proximity mines

-rigged cargo chute

https://raithos.github.io/?f=Scum and Villainy&d=v5!s!103:133,-1,-1,54,70,-1,-1,161:U.-1;106:133,-1,-1,-1,70,96,-1,153:U.85&sn=double firespray&obs=

Edited by bamhvac