What's a good dual Firespray squad with wave three upgrades? I like whatsherface (bonus with secondary weapons) with the HLC, but what should I do with my second Firespray?
Wave 3 Dual Firesprays
Running two KSE with Gunner is still a good combo today, though you run 38 points ea, leaving you with 24 left over.
If you wanted to add in new ships you could run a bomber with 1-5 point missile. However most of the dual firespray builds require wave 1/2 stuff so three is kinda pointless.
Well, you could always go with Fettigator, and use your leftover points in another Firespray
Fettigator is Boba Fett + Navigator, usually with Engine Upgrades and Expert Handling, with a laser weapon of your choice. This build is insanely maneuverable (with Straight-aways, Kyograns and Banks, picking one picks you all of your options. You only have to make a left-or-right choice on the Turns. This, followed by a boost or large-ship barrel-roll, on a level 8 pilot who can see where everyone else has landed...), so many go with the Autoblasters.
That build is a 53 points, so you could pair it with Krassis with a Heavy Laser Cannon and a four-point something. Pity Gunner's 5, or this would be absolutely and intolerably broken.
Well, you could always go with Fettigator, and use your leftover points in another Firespray
Fettigator is Boba Fett + Navigator, usually with Engine Upgrades and Expert Handling, with a laser weapon of your choice. This build is insanely maneuverable (with Straight-aways, Kyograns and Banks, picking one picks you all of your options. You only have to make a left-or-right choice on the Turns. This, followed by a boost or large-ship barrel-roll, on a level 8 pilot who can see where everyone else has landed...), so many go with the Autoblasters.
That build is a 53 points, so you could pair it with Krassis with a Heavy Laser Cannon and a four-point something. Pity Gunner's 5, or this would be absolutely and intolerably broken.
I dislike 2 firespray lists because they just aren't as maneiverable or as capable as dual falcon lists
Edited by ErulethoUsing build above can use last 4 points for cluster missiles for when they are too close for hlc, clusters pretty effective with krassis.
Or add recon specialist to Krassis for the double focus, atk and evade, lets you use more wave 3 stuff.
Last thought is that the two top named pilot firesprays can do the deadeye- recon specialist trick to fire missiles or protons
I dislike 2 firespray lists because they just aren't as maneiverable or as capable as dual falcon lists
Then why are you commenting on a dual-firespray thread?
I certainly think YT1300s are easier to fly, the 360 shooting is so handy, but Firesprays look cooler.
Well, with the outcome of the Fettigator discussion in the other thread, I'll def use him + Krassis. Thanks guys.
Next question - what should I give Krassis? HLC, obviously, what else?
I dislike 2 firespray lists because they just aren't as maneiverable or as capable as dual falcon lists
Then why are you commenting on a dual-firespray thread?
I think I didn't explain enough. I dislike dual-firespray ONLY lists, because they get outmaneuvered by falcons. If you run 2x BH and a TIE or an Interceptor, then it's a lot more viable to me, and it's still a dual firespray list. Throwing 3 dice in every direction with a better dial than the firespray means the firespray loses a 1v1 tussle with a falcon, and 2v2 is no different. For example, I would probably run the following as a test squad:
Krassis Trelix (36) (43 total)
-Heavy Laser Cannon
Bounty Hunter (33)
Saber Squadron Pilot (21) (24 total)
-Push the Limit (3)
Krassis sits back and plinks away with the HLC while the Interceptor plays cleanup and the BH clears the way
Next question - what should I give Krassis? HLC, obviously, what else?
I'd probably try out Mercenary Copilot (2) and Seismic Charges (2).
Next question - what should I give Krassis? HLC, obviously, what else?
I'd probably try out Mercenary Copilot (2) and Seismic Charges (2).
Yeah, the seismic charges could be good for when people get in close and she runs away.
Next question - what should I give Krassis? HLC, obviously, what else?
You could also go with Cluster Missiles on Krassis, for range 1 damage.
an Intel. Agent is really useful when you're running Fettigator for when you go up against other lvl 8 or 9 pilots. Pair it with a Proximity Mine.
Saboteur might do more work than Merc. Co-Pilot, particularly as a deterrent from folks getting into range 1. I'd still pair him with the Anti-Pursuit Lasers, as they'd give the damage you can then convert.
A Recon Specialist would give Krassis some extra survivability, though you'd be running a 99 point fleet. I don't think this is as good as a Weapons Engineer, though. Target locks ARE useful on Krassis, for when you roll an absolute whiff, or are attacking with your primary weapon. Focuses are typically better for him, so the fewer turns spent target locking, the better.
The flight instructor looks appealing for survivability: There is a 43.75% chance of rolling at least 1 focus token with two dice, an a 60.9% chance of rolling at least 1 blank against pilots of level 2 or lower. However, both of these lead to a 3/8 chance of becoming an evasion. If you're likely to face a Swarm of some sort, then this is very useful. Otherwise, you'll just want to keep an Evade or Focus token on your ship.
I was experimenting with a few of the new upgrades last night, trying this:
Kath Scarlet + Autoblaster + Marksmanship + Flight Instructor + Seismic Charge
Krassis Trellix + Heavy Laser Cannon + Rebel Captive
The Flight Instructor added a bit of defensive cover to Kath so she could use Marksmanship. Kath and the Captive dished out a fair bit of stress (with almost guaranteed stress from the Autoblaster) which really screwed with Jan's day.
Not incredibly awesome, but functional.
I was experimenting with a few of the new upgrades last night, trying this:
Kath Scarlet + Autoblaster + Marksmanship + Flight Instructor + Seismic Charge
Krassis Trellix + Heavy Laser Cannon + Rebel Captive
The Flight Instructor added a bit of defensive cover to Kath so she could use Marksmanship. Kath and the Captive dished out a fair bit of stress (with almost guaranteed stress from the Autoblaster) which really screwed with Jan's day.
Not incredibly awesome, but functional.
Yeah, Kath with Autoblaster could be pretty sweet, I was thinking maybe with Engine Upgrade to help get her in range one (and maybe a missile for long range). Not sure about Marksmanship though - wouldn't standard focus be better? Stress is all well and good, but the normals hits are un-evadable. I was thinking Veteran Instincts.
edit: /less/ evadeable
Edited by mazz0I am really beginning to like the Recon Specialist on a Firespray over Gunner. A focus to and attack and defend with is very useful. On the Kath and Boba variety adding Push the Limit with a Recon Specialist adds a lot of options for high attack or defensive postures. I have stopped using the HLC on my Firesprays, favoring a missile or torp if using Slave-1 upgrade. Engine upgrade is also nice with this set up.
Just some thoughts to mull if you are running dual sprays.
Edited by EnglishpeteI am really beginning to like the Recon Specialist on a Firespray over Gunner. A focus to and attack and defend with is very useful. On the Kath and Boba variety adding Push the Limit with a Recon Specialist adds a lot of options for high attack or defensive postures. I have stopped using the HLC on my Firesprays, favoring a missile or torp if using Slave-1 upgrade. Engine upgrade is also nice with this set up.
Just some thoughts to mull if you are running dual sprays.
Ooh, tempting...
this is 100 pts on the nose and has a lot of options open to it.
Not sure about Marksmanship though - wouldn't standard focus be better? Stress is all well and good, but the normals hits are un-evadable.
Probably, but my problem with this is that if you're not going for stress, why run Kath at all? Other than the PS difference, you're better off just running a Bounty Hunter and saving the points. The stress can be very useful at times - Jan was commonly handing Chewie 5-dice turret attacks, and shutting that down was nice.
That said, it was mostly an experiment. Overall I haven't been impressed with Kath. Her stress generation is more often than not a consolation prize which has little real impact on the game. Her ability (like a lot of pilots) ends up in a Catch-22 sort of situation, where it's not useful enough to really build for, but if you're not building for it, why use her at all?
Incidentally, this is my overall problem with the shuttle as well. It's a horrid ship in itself, you can ALMOST make it useful if you load up a lot of points, but it's got serious weaknesses compared to any comparable combat ships. So that leaves the abilities. Is the 2-3 stress per game that Yorr might transfer worth that loss of combat efficiency? Sure, Jendon can hand out a few target locks, but why spend 30 points on Jendon instead of just slapping Push the Limit on Rhymer, or taking Squad Leader on Howlrunnor or Mauler?
49 pointsBoba FettPush the Limit, Recon Specialist, Engine Upgrade51 pointsKath ScarletIon Cannon, Push the Limit, Recon Specialist, Engine Upgrade
You really don't want an Ion Cannon in a dual Firespray build. With only two ships to fire, intentionally locking one of them down to only a single damage per turn means you have almost no real damage output.
I don't use it every turn, just when I can gain an advantage, which is usually once or twice a game, which is enough. Taking a ship out of position or floating it onto my guns is worth 3 points if I do it twice a game :-)
Edited by EnglishpeteMight be good:
BH + gunner =38
BH + Recon Specialist = 36
Night Beast =15
Academy Tie =12
You have one offensive minded BH, one flexible BH, a very flexible tie, and a PS1 blocker. Night beast could be dropped to an academy tie to free up 3 points but other than that there isn't too much better for 3 more points. I suppose you could put a recon the gunner BH too, or anti pursuit, or a seismic charge. I think the extra body and the extra fire might be better.
EDIT: Recon is 3 not 2!
BH + Gunner + seismic = 40
BH + Recon= 36
Academmy tie x2 =24
Edited by Rakky WistolKath Scarlet
-Auto Blaster
-Rebel Captive
-Seismic Charge
-Vet Instincts
Soontir Fel
-PTL
-Stealth
Mauler
-Vet Instincts
You hand out a ton of stress with Kath, Just focus or TL for your action to boost your Autoblaster.
-Let them cancel the crits from the autoblaster, this puts a stress on them.
-When it is their turn to fire, they have two real options, Soontir Fel (who you will keep close) or your Firespray, who will give them another stress, thus making moves predictable for the next two turns.
-The stacked stress compliments your seismic charge, making it much easier to deploy given movement will be limited for most ships if they want to clear stress.
Causing ships to not K-turn on that first pass is very helpful, especially if you just shoot from your rear fire spray arc the next turn.
Also all pilot skill 9
Edited by macar