2 Firesprays go "on a bombing run"

By Englishpete, in X-Wing

So after the fun with my rebel list at a tourney yesterday, I am looking to my Imps next and specifically my beloved Firesprays.

I came up with the following.

47 points

Kath Scarlet

Proton Bombs, Veteran Instincts, Rebel Captive

52 points

Boba Fett

Proton Bombs, Marksmanship, Gunner

Starting with Kath, she is PS9 which means she will move last and shoot first in most cases, certainly in my play area as a lot of folks use more ships at lower PS. The Rebel Captive is a great card, stressing one ship a turn, possibly two with Kath's ability is a real issue for the opponent.

Boba I left at PS8 and gave him Marksmanship to compliment his Gunner. He is a slippery bugger with his directional change, but I have really not had great success with "Fettigator" so keep his movement abilities stock. After I test the build a few times I may drop Marksmanship and move to Veteran Instincts for some PS 10 action.

Both ships have Proton Bombs and with high PS, the ability to deliver them when and where I want them. I loved Seismic Charges and Proton Bombs are even better. At 5 points they are pricey, but with two of them, if you drop them together and hit only 1 or 2 ships the results are devastating. Hitting more than that is just bonus money. The ability to completely negate shields is awesome and although their is only the A-Wing that two hits will auto kill, 2 crits will cripple most other ships whilst you go about stripping off their remaining HP's.

My tactics are fairly simple, fly in close, fast, drop the Seismics and hopefully move straight past the enemy for a rear arc shot after the charges go off. Beyond that, it is normal Firespray tactics of use your superior arcs and staying power to wear down the opponent. With the list being 99 pts it also has a good chance of having initiative, which is a great help with this set up.

The drawback to the list is only having six attack dice, but Gunner helps with this as does stressing opponents to at least make their movement more predictable.

We'll be entering test mode this week, but what are people's thoughts?

Edited by Englishpete

not sure if initiative is what you want with this list...you want to move last....so give initiative up :-)

I only want to move last with ships of equal PS. I think the advantage of firing first outweighs the moving last mate 90% of the time :-)

I recently made a boba / kath list myself .

Boba HLC, push, recon, pursuit laser

Kath Push, recon, pursuit laser

I'm glad I gave pursuit lasers a try.

This list is mainly min/maxing the firespray. Force the other player to come in close.

Edited by Takeda

I do not understand putting Pursuit Lasers on high Pilot Skill ships. Your position will be clearly known by the time your opponents move, and so the only way your Pursuit Lasers will ever get any use is if your opponent is bad at flying.

I would MUCH rather see two Seismic Charges. Same cost, and you'll get more damage.

I also don't like the HLC on Boba.

For the OP. Really like this concept and as you noted two crits on most any shop is disgusting. What are your thoughts on trying to give them both PtL instead of vet? You may loose some move unit which would hurt but you can get focus/evade every time. Keep those hit points around longer.

I know marksmanship works wee with gunner but my first instinct would be to try swaping the two tallents over, but would test. Both options

I do not understand putting Pursuit Lasers on high Pilot Skill ships. Your position will be clearly known by the time your opponents move, and so the only way your Pursuit Lasers will ever get any use is if your opponent is bad at flying.

I would MUCH rather see two Seismic Charges. Same cost, and you'll get more damage.

I also don't like the HLC on Boba.

Has to due mainly with my meta. There are a lot of elite pilot only ship lists. Being that I'm 100 points most of their list will go first. You don't always have to depend on them to run into you,you can always help them out with that :) .

I have used PtL on both before, but for this build I like it as is.

PtL is awesome for missile load outs but with so few greens on the Firespray, in this build it's not a big help.

As to Marksmanship, that would leave Kath on PS7, which is to low for me on bombing runs.

How about this:

49 points
Boba Fett
Proton Bombs, Expert Handling, Navigator
51 points
Kath Scarlet
Autoblaster, Proton Bombs, Marksmanship

How about this:

49 points
Boba Fett
Proton Bombs, Expert Handling, Navigator
51 points
Kath Scarlet
Autoblaster, Proton Bombs, Marksmanship

I LOVE that Boba. I also love that Kath.

The monstrous Barrel Rolls, on top of the Navigator, mean you're always going to be shooting at Range 1, and usually out of firing arcs.

The Marksmanship Autoblaster combo on Kath mean that when you're at Range 1, you're pretty much guaranteed to cause stress. I might drop her protons in favor of a Navigator and Seismic Charges as well, to ensure being at Range 1 more often.

How about this:

49 points

Boba Fett

Proton Bombs, Expert Handling, Navigator

51 points

Kath Scarlet

Autoblaster, Proton Bombs, Marksmanship

I LOVE that Boba. I also love that Kath.

The monstrous Barrel Rolls, on top of the Navigator, mean you're always going to be shooting at Range 1, and usually out of firing arcs.

The Marksmanship Autoblaster combo on Kath mean that when you're at Range 1, you're pretty much guaranteed to cause stress. I might drop her protons in favor of a Navigator and Seismic Charges as well, to ensure being at Range 1 more often.

Auto blaster + Marksmanship ???????

Auto blaster is the one time you don't want to crit. Your normal hits cannot be canceled but crits can be!

Auto blaster + Marksmanship ???????

Auto blaster is the one time you don't want to crit. Your normal hits cannot be canceled but crits can be!

Read Kath's pilot card again.

She want her target to cancel one crit.

And you'll get the one crit cancelled by using the autoblaster + markmanship

Edited by TheRealStarkiller

Unsure if i would rather give them stress or the extra dmg, situational, but I guess you have the option not to use marksmanship in those cases.

Unsure if i would rather give them stress or the extra dmg, situational, but I guess you have the option not to use marksmanship in those cases.

You got the point.

**************************************

The topic was about using firesprays as bombers. This idea is not new - but the proton bombs are. So, proton bombs it must be - and a high PS (>4) to place them well.

also consider this squad:

51 points
Kath Scarlet
Autoblaster, Proton Bombs, Marksmanship
49 points
Krassis Trelix
Ion Cannon, Proton Bombs, Gunner (or Assault Missiles)

If Kath manages to put a stress token on an enemy, Krassis use his cannon to ionize him.

And we know: ion token + stress token = pain in the ass (especially true for ace pilots)

Krassis may also hunt for pilots pulling PTL or got stressed by other means.

And we have sufficient splash damage power to face swarms. (especially with the Assault Missiles on Krassis, if you choose so)

Edited by TheRealStarkiller

... if you want to rely on high PS, high firepower (respectively better chances to hit with the 2 x 3 dice)

while having initiative you also may want consider this squad:

50 points
Boba Fett
Proton Bombs, Veteran Instincts, Gunner
49 points
Kath Scarlet
Proton Bombs, Veteran Instincts, Gunner
99 points

So, just forget about the pilots' individual abilities and play straight forward.

~~~~~~~

But im not a friend of lists below 100 points ... so i'll give Boba EH:

49 points
Kath Scarlet
Proton Bombs, Veteran Instincts, Gunner
51 points
Boba Fett
Proton Bombs, Expert Handling, Gunner

100 points

Edited by TheRealStarkiller

The one thing i see with Pete's list is that target priority is too clear. Kill Fett since he has a much higher damage output with Gunner and Marksmanship. Also lacks a defensive action if he does marksmanship a lot! Like that you kill the main threat, and don't get any stress tokens until Kath is the only survivor. By that point you should have won the game because you should outnumber her and she is stuck to X-Wing Firepower plus a Proton Bomb. But as always it depends on dice a lot of course.

True, it is risky to field 2 firesprays only. You can give them Stealth Devices to help them defending in the first round of attack. Consider 4 defence + focus at range 3 (if your opponent attacks with primary weapons).

This should help to deliver both proton bombs before one of the sprays explodes. But this comes with a price of less attack power.

How about this, its pretty much Petes list:

54 points
Boba Fett
Proton Bombs, Expert Handling, Gunner, Stealth Device
46 points
Kath Scarlet
Proton Bombs, Rebel Captive

100 points

Making Kath unattractive to shoot at while Boba got the plus of defence for the first round of attack.

Edited by TheRealStarkiller

As we sre supposed to be talking about bomb delivery I like starkillers second list. also as i like Kath being a pain in the arse and I think 7 should be high enough for bombs i prob woyld dtop gunner and vet for marksmanship and rebel captive to ofset the loss of defence.

As we sre supposed to be talking about bomb delivery I like starkillers second list. also as i like Kath being a pain in the arse and I think 7 should be high enough for bombs i prob woyld dtop gunner and vet for marksmanship and rebel captive to ofset the loss of defence.

Do you mean:

51 points
Boba Fett
Proton Bombs, Expert Handling, Gunner
49 points
Kath Scarlet
Proton Bombs, Marksmanship, Rebel Captive

100 points

?

Yes I like this list too. Less defensive but both are able to profit from their individual abilities.

Imagine double-stressed enemy ace pilots - if your opponent use its top gun to shoot at Kath first and Kath is returning fire using Markmanship.

You can find a whole lot of interesting aspects and strategies when it comes to the Firespray.

The Sprays are the empires' swiss army knives.

Very soundly designed by FFG to portrait a bountyhunter ship. I love the Firesprays..

Edited by TheRealStarkiller

I was actually thinking of leaving vet instincts on boba but both work. Personally I would like a way to do that and still lose initiative somehow so as to move after the other 7's if the enemy field any. Take the gamble i guess