Double Firespray (Boba & Emon)

By Pewpewpew BOOM, in X-Wing Squad Lists

I ran Boba and Emon for the first time last night. Really fun! I am still sketchy to play a 2-ship list in 2e, but I think I’ll run these guys for a while.

🥤 💣

(85) Boba Fett [Firespray-class Patrol Craft]
(3) IG-88D
(2) Slave I
(3) Elusive
(3) Contraband Cybernetics
(3) Seismic Charges
Points: 99

(74) Emon Azzameen [Firespray-class Patrol Craft]
(4) Andrasta
(3) Seismic Charges
(5) Proton Bombs
(8) Perceptive Copilot
(3) Elusive
(3) Contraband Cybernetics
(1) Delayed Fuses
Points: 101

Total points: 200

I only played once; it was vs. a less experienced player running Jes + 3 generic T-70s.

I boosted much more than I anticipated opting to take 0-1 shots tokenless over 2+ shots sitting on 2 focus/calc. I really wanted to take Cad Bane on Emon, but the limited amount of blue on the dial would make his moves way too predictable. I know many opt for the gunner Han option on Boba, but I want to avoid ongoing stress due to limited blues and I love being able to change my dial - it is ridiculously flexible on a ship with boost and a rear arc. Contraband came in handy for T-Roll turns that also replenished Elusive.

Interested to learn from your experiences with Boba/Emon or similar builds.

Edited by Pewpewpew BOOM

This is ours.

Bobamon

(74) Emon Azzameen [Firespray-class Patrol Craft]
(6) Proximity Mines
(3) Seismic Charges
(8) Perceptive Copilot
(4) Andrasta
Points: 95

(85) Boba Fett [Firespray-class Patrol Craft]
(8) Perceptive Copilot
(2) Slave I
(6) Proximity Mines
Points: 101

Total points: 196

Taken it to 2 store tourneys and only lost one game, which is a very decent couple steps above our average. It's really good.

PerCo is extraordinary on them.

The Proxies on Boba are really the only questionable ingredient but we've had terrific use from them. The extra 2 templates you stick on the table have a massive impact on controlling space and directing the engagements.

Not only that, Boba clearly likes getting in people's faces and when he then flies on for the rear shot, or turns away with Slave 1, they also have the mine to deal with. Makes people really not want to get close to him, which puts them in good spots to get Emon'd.

Boba is also the primary target for a lot of people, if they go for him, turn away, Proxy, rear shot, Boom. And here comes Emon.

Seismics are for later in the game, clearing a space for Boba to Slave 1, leaving enemy ships no escape from him. Removing rocks early tends to help the other squad more than you. These tend to be fairly critical decisions, far more so than the mines. Protons are a really good choice late on as well, but I prefer the extra 2pt bid for Slave 1. A lot of lists run at 197 and over.

You do want to avoid the boost, unless it's a really clutch arc dodge or shooting chance. Use it liberally to reposition for an approach or a flight, setting up those key manoeuvres around obstacles. When shooting, or getting shot, always grab that double focus, it's hugely impactful.

Trick to avoiding the need to boost is all in the approach. The bait and the switch. We set up diagonally in one corner. Emon goes faster, aims to fly across their path and tempt them after him. Then they tag team, making it hard for the enemy to maintain shots on either one while avoiding both of yours. Keep their arcs offset from each other for maximum coverage, 45 degrees works very well, 90 degrees tends not to overlap consistently enough for focus fire but is still mostly better than pointing the same way. You'll lose to jousters and get dodged by dodgers that way.

I always try to set up the rocks magic roundabout style. Big one in the middle, the rest circled round it. Anything that goes in there after you is in big trouble, you can take whatever exit you like and leave them a present behind you. While the other one smashes into them from another angle.

Have to emphasize the importance of a nicely spread (but not too spread) rock placement. The game we lost, we mostly lost because my opponent managed to keep a huge chunk of board free of obstacles and avoided having to deal with bombed lanes. That allowed him a nice wide pursuit of Emon and plenty of room to threaten or avoid Boba.

Dial wise, very generally speaking, slow straights and banks for approach, or for maintaining an already damaging positional relationship. Hard turns are solid engagement manoeuvres, at or away. 3 bank and boost is the tag, you're up, I'm out. Or without the boost, leapfrog, eat R1 rear and a Prox next turn.

Red manoeuvres, we did maybe 2 or 3 across both tourneys. I just don't find them necessary. Those we did perform were largely to turn around after safely disengaging.

I've really loved flying these boys, it's harder flying against it than it is flying with it. 3 dice rear arcs with bombs falling out of them are really quite obnoxious. Especially when one of them can decide which direction his hard 2 will take him after his enemy has moved and the other can throw those bombs in an extraordinary range of different places :D

A friend of mine runs them largely the same but with Bobas Proxies swapped for Fearless and Protons instead of Seismic.

Have fun and good luck with however you load them! :)

Edited by Cuz05
On 8/9/2019 at 1:06 AM, Cuz05 said:

This is ours.

Bobamon

(74) Emon Azzameen [Firespray-class Patrol Craft]
(6) Proximity Mines
(3) Seismic Charges
(8) Perceptive Copilot
(4) Andrasta
Points: 95

(85) Boba Fett [Firespray-class Patrol Craft]
(8) Perceptive Copilot
(2) Slave I
(6) Proximity Mines
Points: 101

Total points: 196

Tried it out tonight. Opponent was still learning, so mileage will differ against an experience player, but it was totally fun to fly. (its my first time playing 2 Firesprays)

He played Fenn Rau, Old Teroch and Lando Falcon. I played exactly as stated.

I did come up with a slight variation, changing Emon's Co-pilot for IG-88 crew. Its cheaper and still gives you 2 green. (Yes, 2x calculate is not nearly as good as 2x Focus, but still), and leaves you some points for talents.

Either way. Good list.

Edited by Bort
1 hour ago, Bort said:

changing Emon's Co-pilot for IG-88 crew. Its cheaper and still gives you 2 green. (Yes, 2x calculate is not nearly as good as 2x Focus, but still), and leaves you some points for talents.

Either way. Good list.

I like this idea! Emon doesn't get as much value out of PerCo as Boba. He does tend to melt reliably quickly either way, so getting another 5pt elsewhere could be more impacrful.