Kath and Krassis take to the skies...

By Rendorin, in X-Wing

Good day to one and all, have been back to the drawing board and looking at running a dual Firespray-31 list in my next game. Having run one in my last squad I liked the way it performed and therefore thought I’d give it a go with two this time. The list I am looking at running is as follows:

Empire List Three:

Pilot: Kath Scarlet (51)

Firespray-31

Upgrades:

Veteran Instincts (1)

Mercenary Co-pilot (2)

Stealth Device (3)

Heavy Laser Canon (7)

Pilot: Krassis Trelix (49)

Firespray-31

Upgrades:

Stealth Device (3)

Heavy Laser Canon (7)

Recon Specialist (3)

Total Squad Points: 100

The HLC should look to soften up the opposition from afar before closing into finish the stragglers off. Krassis’ setup I feel is proven and the addition of the Stealth Device should add further to his survival. Furthermore Kath with the Mercenary Co-pilot should be able to hopefully pull off a critical damage with the HLC once in a while which Kath’s ability will complement with PS 9.

Comments and guidance/direction as usual will be most welcome; hopefully it is someway on track.

I'd scratch HLC + Mercenary on Kath, in favor of an Autoblaster. If you build her more maneuverable, she'll EAT things.

I really like the rational behind kath. The auto blaster is a good idea too. Because the opponent can cancel crits before hits from the auto blaster. Oooo. The possibilities.

I like dual Firespray lists. I can't bare to see two falcons on the table at a time though. Sure, only one has the falcon title, but it still makes me wince when Han and Chewie are flying separate ships.

Not too shabby. I have a dual firespray list similar to..

Kath Scarlet (38)

Autoblaster (5)

Rebel Captive (3)

Engine Upgrade (4)

Krassis Trelix (36)

HLC (7)

Gunner (5)

Seismic Charges (2)

Total (100)

On Kath it's been flopping back and forth between Engine Upgrade and Marksmanship. Engine makes her a lot maneuverable, but marksman almost guarantees the critical for either damage, or more stress. Marks also makes the squad 99 points to favor the initiative.

I don't care for Stealth Devices on ships that only have 2 agility base. You are likely going to get hit and lose it pretty quickly. If you could some how stay bac in range 3 and blast a way with HLC, that would be great. But I just don't see that happening.

What if you replace the stealth devices with Flight Instructors.

Being a wargamer (using miniatures you have to paint) I am still not used to the fact that most "built" threads on this forum are NOT about converted or painted miniatures but about a collection of upgrade cards etc. That said this looks quite exciting to try out...

Edited by straetski

The more I think about it, the more I prefer defensive crew than offensive crew on the Firespray. Only having 2 ships, even if it is the most survivable ship in the game, is still a huge risk.

  • Navigator is lovely on a Firespray, even if you're not using Boba Fett. I'd consider it with Kath if she's got an Autoblaster, and it's also good for keeping Krassis at range, so he can use his HLC to greater effect.
  • The Rebel Captive will convince your foes to focus the ship that doesn't have a Stress-magnet. If you use this, make sure your other Firespray has even greater defense.
  • Recon Specialist is possibly the greatest friend that a Firespray could ever have. You get the improved damage from a focus, and still have one left over for defense. Or you could use both for defense against two attacks!
  • Weapons Engineer may seem like it's an offensive option, but this means you'll only spend half the turns taking the offensive Target Lock action as you would normally, giving you a Focus for offense or an Evade for defense on the remainder. Definitely a solid pick-up.
  • Flight Instructor shines better on the Firespray than on any other ship, as you've got much better odds of rolling at least 1 focus and/or blank to trigger it. It is strictly better than Recon Specialist against Swarm Fleets, and comparable against the rest, as you don't have to spend an action to use it.
  • Gunner is a reverse Rebel Captive, telling your opponents to kill this ship first. It deals loads of damage, aye, but you're taking a huge risk for the opportunity.

I wouldn't really consider the rest of them. Mercenary Co-Pilot may seem a great fit on Kath, but he's so situational, it's relegated the poor woman to the Outer Realms of fleet-building. Saboteur is a purely offensive card, and it also requires an action to use. Vader is right out. Intelligence Agent is almost useless unless you buy maneuverability upgrades (Engine Upgrades, Expert Handling, Navigator, et c.).

Hi all,

Thanks for the comments; overall I think I will still give the original list a run-out. However, based upon the feedback received above I have revised the list to be as follows:

Pilot: Kath Scarlet (53)

Firespray-31

Upgrades:

Engine Upgrade (4)

Marksmanship (3)

Autoblaster (5)

Navigator (3)

Pilot: Krassis Trelix (46)

Firespray-31

Upgrades:

Heavy Laser Canon (7)

Recon Specialist (3)

Total Squad Points: 99

Obviously the first point is that we are at 99 points for initiative. The setup I feel plays to each of these ships strength. This then effectively allows Krassis to standoff and damage from range. Whilst Kath flies in and cause havoc from close range, a bit of yin and yang from the Firespray-31 team.

Hi all,

Thanks for the comments; overall I think I will still give the original list a run-out. However, based upon the feedback received above I have revised the list to be as follows:

Pilot: Kath Scarlet (53)

Firespray-31

Upgrades:

Engine Upgrade (4)

Marksmanship (3)

Autoblaster (5)

Navigator (3)

Pilot: Krassis Trelix (46)

Firespray-31

Upgrades:

Heavy Laser Canon (7)

Recon Specialist (3)

Total Squad Points: 99

Obviously the first point is that we are at 99 points for initiative. The setup I feel plays to each of these ships strength. This then effectively allows Krassis to standoff and damage from range. Whilst Kath flies in and cause havoc from close range, a bit of yin and yang from the Firespray-31 team.

Solid!

If you wanted to even out the points a bit, Kath could lose the Engine Upgrades, and both could gain Seismic Charges (or Kath could grab Prox. Mines to pull to 100 points). Navigator ought to be enough maneuverability on its own merit, and the Seismic Charges are wonderful free-damage against swarm fleets, which are your biggest enemy. Proximity Mines are beautiful if you're using Navigator, as you can ensure someone bites it by dropping it right in front of them.

However, this is a 6 of one, 1/2 Dozen of the other scenario. What you've got is still a good fleet!

2 firesprays I just dont think will cut it. I think you would be better off just sticking to regular firesprays, and trying to pump an extra ship or two into the list to give you some more options on the field. I have problems doing 2 firespray and 1 tie, and have recently squeezed in a second tie into my usual list, to great success.