The Firespray was always one of my favorite ships. When 2.0 was released I sold parts of my collection, from the Scum faction I kept two Firesprays. It was somehow always some kind of love affair, it’s an amazing iconic ship after all.
I flew the Imperial Firesprays for the past five years, also at tournaments even though the Scum pilots were always a bit better. So I can say that I have some experience with the ship.
A couple of weeks ago a started to look into the ship class and possible squads by watching streams and checking other Firespray lists online. The next series of Hyperspace Trials was coming up and I wanted to lead the ship to success on this very specific tournament level. The result was my second Hyperspace squad for the second half of the Hyperspace series 2019: “BoFrost”.
Bevor I get into the details I want to share my thoughts on the ship selection, the Firespray in 2.0 in general as well as on the pilot Emon Azzameen.
Introduction
There are a lot of double-Firespray squads out there. Boba is a favorite, even though he got a bit expensive. You will encounter Emon the bomber just as often. I have a bone to pick with the latter, but more on that later (see below). I for my part went with Boba Fett and Koshka Frost.
So, why is Boba and Koshka in my opinion superior to Emon, Trellix or Kath?
Boba and Koshka are the only pilots that are able to re-roll defensive dice: Boba as soon as there is an enemy ship at range 1 and Koshka when she defends herself against a stressed ship. Also: their abilities trigger when attacking. This means that both pilots are able to produce results reliably, especially when you have a focus. The other three pilots are not that efficient. However, this doesn’t mean that their abilities are not interesting for a double-Firespray squad (with the exception of the generic pilot).
Krassis and Kath have great offensive abilities, but their use is rather limited.
Krassis is also hasn’t too much punch as all canons - with the exception of the heavy laser cannon and the autoblaster - rather focus on game effects than on damage. In addition: he can’t use the two damage focused canons not in his rear arc due to the missing bullseye. Kath, on the other hand, unfortunately, needs to fly with generics/blockers to make use of her ability, hence she is no good use for a double-Firespray squad.
Emon is in this “Top of the Mods” the worst pilot. The joke is on him as his oh so praised ability is at the same time an argument against him as bombs/mines do work differently in 2.0. As you have to drop devices/payload in the system phase you can’t slingshot a mine like in 1.0 anymore. Mines are an effective option to deal auto damage. That’s the reason why Emon was great in 1.0, especially for tournament players as they normally want to play save.
He is not that good anymore in 2.0 but why is he being played that often then?
His ability is tremendously cool. And it is absolutely possible to deal auto damage with a well-placed mine, but only if your opponent is chasing Emon. He suffers, as explained above from a lock of dice modifications. A ship that costs around 100 points (with upgrades), that only has 10 hitpoints, 2 green defensive dice and not enough options for dice modifications is, to put it mildly, mediocre. The biggest dazzler, however, is his ability. You might think that you are able to put those bombs and mines to better use than with other Firesprays. And a lot of players take a lot of them because they believe that they can drop all of them (and deal damage). The truth is there is no big difference to other Firesprays when it comes to dropping devices. Here are a couple of findings from my side:
1. Emons’ lack of combat power makes a priority target. When I play against Emon/Boba lists I always go for Emon first, but only up to the point where I have to chase him. This will eventually happen as he will flee when your opponent realizes what you have in mind. In such situations, it is difficult for him to use his bombs and mines effectively as he either is already taken out of the game or turned tails to a degree where is not able to have an impact on the combat respectively the game anymore. Both scenarios are not acceptable for a double-Firespray list as you need to maximize your damage output.
2. Emon is predictable. Most of the time players will veer off with Emon to be able to use his ability and not to get killed in range 1 within two rounds of combat. When you notice this pattern and you delay your approach, there is nothing Emon can do. He will be a Firespray in range 3 with just one modification (focus). This can go up to the point where you simply will shoo him away. He needs more time to get back into position compared to other Firespray pilots as he can’t afford to fly red turns. Instead, he is “floating” slowly out of combat to get into bombing position. It is a common pattern and it is difficult for Emon players to not follow it as they risk to lose the opportunity to utilize his ability or to get in an even worse position. The other option is to not follow this pattern and to move in aggressively which will bring us back to the first point: Emon goes down fast.
3. The system phase of 2.0 is an issue for ships that rely on mines as they literally around too late. The assumption that you can use devices/payload more efficient is flawed. When both Boba and Koshka are equipment with mines/bombed I can place 3-4 of them in a meaningful way per game (either for tactical advantage or to deal damage); and those ships want to be close to the enemy ships due to their offensive and defensive modifications. With Boba and Emon there isn’t much of a difference as I can place 3-4 mines in a meaningful way as well (and Emon has way more payload available). Based on pure statistics there is no relevant difference when it comes to the utilization of mines. However, there is a difference when it comes to combat power. In order to make him more efficient in combat, you have to invest in Emon whereas the other Firespray pilots that have a better damage output can drop bombs already. There is plenty of footage available on twitch and Youtube that will prove my point.
Interim conclusion:
Other Firespray pilots can utilize mines just as efficient as Emon. When you use pilots like Boba and Koshka that want to get into range 1 you are quite often able to place our device just perfect and that literally on the fly without being too predictable. Getting Emon to the same combat level is possible but expensive and therefore not worthwhile.
Why is bombing important anyway?
Auto damage. Auto damage. Auto damage. The fewer ships you have the more important is it to find cheap and simple options to deal with damage. If you can’t do this you will have games that will last very long and that will be very close when it comes to the end results. This is a risk you should not take. Firesprays have, similar to the Decimator, a device/payload slot. You must use it!
The premise:
Emon was not an option as I wanted to use pilots that can provide better dice results and that are therefore more resilient I had to figure out what upgrades to use.
Both pilots need to fulfill the following requirements:
1. Additional focus modifications
2. Focus modifications after being blocked or flying red maneuvers
3. Focus modifications after performing a boost
4. Auto damage
5. Increasing damage output of primary attacks (bonus attacks, negate opponents defensive dice, etc.)
Boba Fett (85)
- Crack Shot (1)
- Jamming Beam (0)
- Maul (12)
- Proton Bombs (5)
- Deadman's switch (2)
- Hull Upgrade (5)
Total: 110
Boba was played with the Marauder title for quite some time. This allowed him an additional dice-reroll from the rear arc and to take along Han as Gunner. Triggering Han at the beginning of his engagement provides (together with the Perceptive Co-Pilot) two focus tokens. This also works when being blocked, which is pretty handy as Boba gets blocked quite often.
This nifty package got 9 points more expensive plus the points increase of Boba himself. Since the points update, this configuration is not being played very often anymore. This combination, however, fulfills the first three requirements listed above: Boba loves to have two focus tokens. Hence I tested this configuration nonetheless even though it meant that the Koshka had to slim down a bit. This was clearly a down-side. But there were more. You get the two focus tokens at initiative step 5 (when Boba activates) which is problematic against aces… and there are a lot of them flying around at the moment. Also, due to the stress, you get from Han you won’t be able to fly k-turns or talon-rolls or the 1 hard turn (one of the best maneuvers in the game). And if you do, you can’t trigger Han due to the stress you get from the maneuver. This loadout definitely has its benefits even though expensive but the drawbacks were too grave for me and therefore not an option.
For a couple of weeks there is a better option. Instead of Marauder, Han and Perceptive Co-Pilot you simply bring Maul, who is now Hyperspace-legal, along. You automatically get a force token every round. Taking a focus action on top will provide two modifications. Especially when it comes to two defense dice you don’t need more than a force (or calculate) statistically anyway. In case you get damage you can take a stress token to recharge the force right away. Ideally, can you get three focus modifications this way (you also would get the stress when using Han for two modifications). Most of the time you won’t be stressed which means you can fly all maneuvers. And you can use the force when flying a red maneuver, perform a boost or when you take a target lock (in case Boba is not in range 1 to an enemy ship). Maul fulfills, just like the Han, the first three points of my requirements list. Boba and Maul are my new top team!
For auto damage, I picked proton bombs and deadman's switch. Mines are great while being in a scrum or when being blocked (without getting damage yourself) but due to the rise of popularity of the CIS swarms I rather went with the bombs instead. The deadman's switch is a little highlight. Everybody knows what it does and the tactical impact is sometimes unexpectedly phenomenal.
A brief example: Fenn Rau is in range 1 to Boba. Fenn has 1 hull point left. Boba has 2 hull points left. Fenn is not firing at Boba as it would mean that he would get killed as well in case Boba is being taken down. Boba wants to be in range 1 and the deadman's switch is both a provocation as well as protection. The upgrade is especially useful against swarm and lists with a lot of hit points as Boba will be the primary target. Requirement number 4 is therefore covered.
The crack shot is one shot, but it is a classic. No upgrade fulfills requirement number 5 as cost-efficient. It is “this” upgrade that lets you kill a ship instead of letting it get away with one hull left; we all know those situations.
The hull upgrade provides not only more beef but also the “magical” uneven number of hit points. It raises the chances (due to the defensive capabilities) to stay above half points or to simply not get shot down. It is a match-winning upgrade indeed.
Koshka Frost (70)
- Crack Shot (1)
- Jamming Beam (0)
- 0-0-0 (5)
- Proton Bombs (5)
- Rigged Cargo Chute (5)
- Hull Upgrade (5)
Total: 90
View in Yet Another Squad Builder 2.0
Koshka is basically "Little Boba". She is capable of doing the same tricks (with potentially fewer re-rolls due to the trigger condition of her ability) for fewer points and a lower initiative. And she also brings a surprise for those obnoxious aces. I wanted to support Frosts' ability as much as possible even though most squads generate plenty of stress on their own already (linked actions, red maneuvers, abilities). This circumstance makes here almost as potent as Boba. With 0-0-0 she gets (when in range 1 to an enemy ship) either a calculate token or the opponent takes a stress token. This means she will have her double modification no matter what, a true win-win situation for Kohska. I prefer to boost towards ships that are already stressed to get the calculate (nobody wants to be double stressed, hence is rather going for giving you the calculate token). This gives you a re-roll and a focus modification which again combined with the crack shot will guarantee a high damage output. This will fulfill requirements 1,2,3 and to a certain degree also 5.
The rigged cargo chute is especially to deal double stress to aces and other pestering ships like shuttles, Decimators, etc. The rigged cargo chute needs to placed in a way that the enemy ship is moving through and overlapping the token at the same time; this requires a little bit of practice when it comes to maneuvering Kohska. This little trick will immobilize most of the ships in the game as the next maneuver will be predictable; to avoid being double stressed it will certainly fly a blue maneuver. This also has a positive effect on the bomb as a stressed pilot can't reposition to get out of the blast radius. As the rigged cargo chute is an action you can place both the chute and a bomb in the same round, and you still will get your modifications thanks to Frosts' ability and 0-0-0.
She is just as Boba also equipped with proton bombs and a hull upgrade, for the same reasons.
I played Koshka for some time with Marauder title and Dengar as gunner, but the effect was not as impactful as hoped (Dengar dealt 3 damage out of 14 opportunities). The rigged cargo chute, on the other hand, brings a guaranteed effect that supports Koshkas’ ability and provides a lot of tactical advantages.
BoFrost
Boba Fett (85)
Crack Shot (1)
Jamming Beam (0)
Maul (12)
Proton Bombs (5)
Deadman’s Switch (2)
Hull Upgrade (5)
Koshka Frost (70)
Crack Shot (1)
Jamming Beam (0)
0-0-0 (5)
Proton Bombs (5)
Rigged Cargo Chute (4)
Hull Upgrade (5)
Total: 200
View in Yet Another Squad Builder 2.0
Conclusion :
The two maxed out Firesprays have to be flown aggressively. They are good damage dealers, can kill small ships in no time and have the abilities and upgrades to deal with aces and swarms alike. If you fly against latter you should consider taking a reinforce when you approach them then your ships will become true tanks. The Firesprays are point efficient allrounders, that are brutal at close range. The 1 hard left/right maneuvers (not available in 1.0) help a lot to get into/stay in the fray. Dealing auto damage with a bomb is always great and the rigged cargo chute helps you to keep enemy ships at bay.
In the first Hyperspace Trials tournament, I reached the quarter-finals and was knocked out due to some unfortunate circumstances.
In the second Hyperspace Trials tournament, I reached the semi-finals and lost against a swarm (at this time I used mines instead of bombs).
In the third Hyperspace Trials tournament, I reached the final and was able to win it against another CIS swarm thanks to the proton bombs (I had to play three of those CIS swarms this day and the bomb helped tremendously).
From my point of view this ist the most optimized double-Firespray squad you can play at the moment.