Mandalorian's Ride Out

By Englishpete, in X-Wing

I've been giving some serious thought to how to work the Firespray and I've come to the conclusion that you need 2 together for mutual support.

One alone is not efficient, but I believe with the correct flying, they can be lethal.

I have also decided that the named pilots bring no value.

I am going to try this set up.

Firespray-31, Weapons Engineer, Shield Upgrade, Heavy Laser, Concussion Missile

Firespray-31 Weapons Engineer, Heavy Laser, Concussion Missile

You always have 4 firepower at any range and can put out 4 target locks. With some fancy flying and mutual support arcs I think you can really mess up your enemy.

I'll fly them this weekend and report back.

I think I'd ditch the missiles. You already have an attack at range 2-3 that does 4 dice damage, and you can only use one per turn.

If you ditch the missiles you might want to consider ditching the weapon engineers as well. If you do that, you save 18 points total which is enough to put in a third ship of some description, or upgrade your bounty hunters.

I too want to try 2 firesprays though.

2 Bounty Hunters is something I have been thinking about too. Here is what I have thought about.

100 pts

2 x Bounty Hunter - Heavy Laser Cannon, Gunner, Stealth and Seismic

or

99 pts

2 x Bounty Hunter - Heavy Laser Cannon

Dark Curse - Stealth

Please let me know what you find out.

My main thought on missiles was to change for homing missiles. I intend to fly both ways and see what gets the best results.

I'll post here after flying some.

I can tell you right now the homing missile will get you the better results. I'd focus on using that HLC every round. Your worst enemy is Avrel. Also if you dump the missile you can get an extra shield.

I had a similar list in mind:

Bounty Hunter/Firespray-31

Cluster Missiles

Heavy-laser Cannon

Seismic Charges

Engine Upgrade

Bounty Hunter/Firespray-31

Cluster Missiles

Heavy-laser Cannon

Seismic Charges

Engine Upgrade

100 points

I'm going to re-iterate that I think having 2 range 2-3 weapons is a complete waste. Maybe Homing Missiles. Maybe. But with HLC costing you 7 points, I'd be trying to put that to use every single round rather than tying up an extra 8 points between the ships in secondary weapons when you can only fire one per turn.

I think 2 firesprays could be a LOT of fun… I just can't imagine putting so many points into those missiles with lots of other good options.

Between the cost of the missiles and the cost of the upgrades, you could have two named pilots or a tie for support. The thing about the missiles is that your rolling four dice almost everytime you shoot with the Heavy laser. Use that action to get a target lock or a focus to do some real damage with it. Also that bomb will get you out of trouble if used corectly.

I agree the shields could take the place of the stealths.

Having watched a game with Krasis and having played a game against Krasis, I'm pretty sure the 3 point upgrade is worth the points. If you get an action, you can use focus and almost be running like you have a squad commander to give you a second action (target lock + focus).

Just played an 80 point game at lunch with YT and A vs Fire an Int. I put up Bounty Hunter with HLC, Gunner and Seismic. Soontir with stealth and elusive went down way quicker than I thought. Though i won it made me instantly think two Bounty Hunters with Cannons would have owned.

It seems a little silly, but I want to try:

Boba Fett (39) + Heavy Laser Canon (7) + Swarm Tactics (2) + Shield Upgrade (4) = 52

Krassis Trelix (36) + Heavy Laser Canon (7) + Shield Upgrade (4) = 47

Total: 99

Or:

Boba Fett (39) + Heavy Laser Canon (7) + Swarm Tactics (2) + Seismic Charges (2) + Mercenary Co-Pilot (2) = 52

Krassis Trelix (36) + Heavy Laser Canon (7) + Seismic Charges (2) + Mercenary Co-Pilot (2) = 47

Total: 99

Not sure it "does" enough, but I think it might be a blast to play with.

This is my none missile Firespray list

Total Squad Points: 100

Pilot: Krassis Trelix
Firespray-31 (36)
Upgrades:

  • Shield Upgrade (4)
  • Weapons Engineer (3)
  • Heavy Laser Cannon (7)



Pilot: Bounty Hunter 1
Firespray-31 (33)
Upgrades:

  • Shield Upgrade (4)
  • Weapons Engineer (3)
  • Proximity Mines (3)
  • Heavy Laser Cannon (7)

With lot's of nice target locks, and 11 points of damage before either of them goes down, with 4 firepower at all ranges and a nice little door closer with the proximity mine.

This might actually be viable.

Englishpete said:

This is my none missile Firespray list

Total Squad Points: 100

Pilot: Krassis Trelix
Firespray-31 (36)
Upgrades:

  • Shield Upgrade (4)
  • Weapons Engineer (3)
  • Heavy Laser Cannon (7)



Pilot: Bounty Hunter 1
Firespray-31 (33)
Upgrades:

  • Shield Upgrade (4)
  • Weapons Engineer (3)
  • Proximity Mines (3)
  • Heavy Laser Cannon (7)

With lot's of nice target locks, and 11 points of damage before either of them goes down, with 4 firepower at all ranges and a nice little door closer with the proximity mine.

This might actually be viable.

Does Krassis really need the weapons engineer, though? His ability already slightly duplicates the effects of a Target Lock on the Laser Cannon. You'll get milage out of the locks at Range 1, but perhaps the weapons engineer would be better replaced with another Proximity Mine?

I honestly think both engineers are a waste of points in this situation. You're not using any locking abilities, and yes, while it will allow you to re-roll dice, I think you'd be better served using your actions to focus in most situations.

I certainly think you should take it off Krassis since as mentioned it comes close to replicating Krassis' ability to begin with. Your call on the second one.

Beg to differ guys, I have been running boba Fett at max upgrades and I have to say that I've been absolutely wrecking with it.

first match I played I used the following

-gunner

-HLC

-Stealth Device

-Seismic Charge

-Veteran Instincts

-slave 1

-Shield Upgrade

And I had Soontir Fel with Push the Limit and Stealth Device as back up

First attack at range 3 that I had I used the missiles, just because his ships were still in formation because of the start of game set up. I hit the a wing I aimed at with two hits and the other three ships (2 xwings and another a wing) took the 1 damage, so right out of the gates each ship had at least 1 hit.

he tried to hit back but he missed (I rolled 2 evades and 2 focus)

after a few turns my slave 1 hadn't taken any hits but my interceptor was gone, I was patiently waiting for him to attempt to corner me.

On the last move of the game his last two ships (the same a wing I hit first and his last xwing) were tailing me as got within range 2 behind me, that's when I released the seismic charge for the game.

We played several games and every single one of them I won with boba Fett and his many weapons. To me it seems that the players abilities and patience as well as the ships capabilities dictate whether a ship is good or not

RAGE1073 said:

Beg to differ guys, I have been running boba Fett at max upgrades and I have to say that I've been absolutely wrecking with it.

first match I played I used the following

-gunner

-HLC

-Stealth Device

-Seismic Charge

-Veteran Instincts

-slave 1

-Shield Upgrade

And I had Soontir Fel with Push the Limit and Stealth Device as back up

First attack at range 3 that I had I used the missiles, just because his ships were still in formation because of the start of game set up. I hit the a wing I aimed at with two hits and the other three ships (2 xwings and another a wing) took the 1 damage, so right out of the gates each ship had at least 1 hit.

he tried to hit back but he missed (I rolled 2 evades and 2 focus)

after a few turns my slave 1 hadn't taken any hits but my interceptor was gone, I was patiently waiting for him to attempt to corner me.

On the last move of the game his last two ships (the same a wing I hit first and his last xwing) were tailing me as got within range 2 behind me, that's when I released the seismic charge for the game.

We played several games and every single one of them I won with boba Fett and his many weapons. To me it seems that the players abilities and patience as well as the ships capabilities dictate whether a ship is good or not

This is really great! I love tricking out my Firespray! I was really getting worried about this ship with all the rumors going around that it doesn't hold a candle to the Millennium Falcon, but I think we're seeing that it may have a role in competitive play after all. I'm looking forward to hearing stories of tournament wins with this ship. I know I will be trying it out at game night.

Played with Boba, Vader and Night Beast and wrecked through a Vader, Soontir, Mauler and Backstabber squad. Boba with HLC took out Soontir and Mauler in one attack each. Boba was def my work horse of the group. My Vader whiffed with Homing Missles on the other Vader but Boba swooped in and knocked his shields off. I finished off Backstabber with Vader and Night Beast while Boba chewed up Vader. I had Proximity Mines, but never had a good chance to use them.

Firespray is very competitive.

Here is a 100 point set up with 2 firesprays and a couple of other ships.


100/100

• Krassis Trelix - Firespray-31 (36)
• Obsidian Squadron Pilot - TIE Fighter (13)
• Kath Scarlet - Firespray-31 (38)
- Determination (1)
• Academy Pilot - TIE Fighter (12)

I love hearing that it worked well. I'm curious how you fit boba.

I've been playing around with krassis because I love his ability.

Right-Titan said:

I love hearing that it worked well. I'm curious how you fit boba.

I've been playing around with krassis because I love his ability.

Boba - HLC and Proximity

Vader - Homing and Squad

Night Beast

This is a bit theory wars, but I set up various squads, both imperial and alliance last night and flew the first 3 turns aginst each squad with this list

Krassis with Weapons Engineer, Assault Missiles, HLC

Bounty Hunter, Weapons Engineer, Assault Missiles, HLC

The assault missiles played havoc with the enemy. Over 16 different first 3 turn runs, I never failed to not get one hit with each missile, which put out splash damage to all the other ships in range 1. Followed up with HLC or 4 dice at range 1, ships wilted under the fire.

Against low agility builds like the falcon and 2 x-wings, putting both missiles into the falcon almost guarentees a hit and with both x-wings in range one they were shildless end turn 1 or 2 depending on how fast I moved. On average, over 3 seperate runs against this list, the falcon was shieldless and so were the x-wings after one missile volley.

Against swarms or 5 ship Imp builds, tagetting seperate ships and catching several other ships with 1 or 2 splash damage seriously weakened the lists.

I also fired back on the Firesprays and they handle damage well. After my initial attacks, I used evade a lot.

This really could be a competitive list.

I agree that if you can keep them at range 3 you could have very good success. Even 2-3 against most lists. But I think imperial players will really need to be aware of rebels toting ion canons and missiles/torpedoes if they plan on running a 2 ship list. I think with the size of the base of large ships it might be really easy to get those y-wings in range for ion shots. Now you'll still get to shoot but if they are able to time it right they could very easily plunk you down on an asteroid or try to run you off the board.

I've been on the fence with buying another Firespray. But after reading some of ya'lls lists, I'm starting to think it will actually work out. It definitely sounds like fun flying two Firesprays around. Maybe I'll go ahead and buy another one before they're out of stock.

RAGE1073 said:

Beg to differ guys, I have been running boba Fett at max upgrades and I have to say that I've been absolutely wrecking with it.

first match I played I used the following

-gunner

-HLC

-Stealth Device

-Seismic Charge

-Veteran Instincts

-slave 1

-Shield Upgrade

Not to get too nit-picky, but you're not allowed to have both Stealth Device and Shield Upgrade on the same ship.They are both ship modifications, and you're only allowed 1 per ship.

Glad you're getting the Firespray to work for you, though.