Took my dual firespray to my first tournament at the weekend and managed 2-1 to get into the top 4 then got taken out by another dual firespray list.
Edited by JockFine tuning a double Firespray list
So I'm happy with this list:
Against HSF I'd probably go for Han first with the Bounty Hunters and try to use the Interceptor to harry any of his escorts. The beautiful thing against HSF is that the Firespray can actually take some hits which would otherwise vape a TIE. I also say you want to take out Han first is because your PtL Interceptor can be be quite the challenge for the escorts but there there is a good shot that Han would take it down quickly.
Against HSF I'd probably go for Han first with the Bounty Hunters and try to use the Interceptor to harry any of his escorts. The beautiful thing against HSF is that the Firespray can actually take some hits which would otherwise vape a TIE. I also say you want to take out Han first is because your PtL Interceptor can be be quite the challenge for the escorts but there there is a good shot that Han would take it down quickly.
Cheers, very good points. I have my first X-Wing tournament on Saturday and am unlikely to get in any further games before it, so am just going to have to wing it at this stage. Having a good idea of what I need to focus on is extremely helpful.
Edited by EltnotI am goong to try this next time i play:
BH
BH+intelligence agent
Soonti+ptl+stealth
So I'm happy with this list:
FS Bounty Hunter - Gunner 38
FS Bounty Hunter - Gunner 38
T/I Saber Squadron - Push the Limit 24
My only concern is going up against a HSF list or something featuring a few B-Wings.
Suggestions on how best to deal with those based upon the above list?
Against HSF should I focus down the fighter support where my gunner upgrade will be stronger, or go for Han?
Against B wings with HLC and advanced sensors, how should I go about engaging them?
I almost universally fly Dark Curse alongside double Firesprays, and I can't think of any ship more appropriate to combat HSF.
My personal preference is Boba, Kath, and Curse shooting at 8, 7, and 6, respectively. I think you'll find the higher PS invaluable when only fielding three ships.
Edited by WonderWAAAGHI almost universally fly Dark Curse alongside double Firesprays, and I can't think of any ship more appropriate to combat HSF.
My personal preference is Boba, Kath, and Curse shooting at 8, 7, and 6, respectively. I think you'll find the higher PS invaluable when only fielding three ships.
Remember that Marksmanship still works just fine against Dark Curse. DC may negate Han's ability but Marksmanship can still modify rolls and Gunner still works.
I would admit I'm not a huge fan of Gunners on the Firespray, despite that being how you get them, when that is 10 points which could be used for other things.
I almost universally fly Dark Curse alongside double Firesprays, and I can't think of any ship more appropriate to combat HSF.
My personal preference is Boba, Kath, and Curse shooting at 8, 7, and 6, respectively. I think you'll find the higher PS invaluable when only fielding three ships.
Remember that Marksmanship still works just fine against Dark Curse. DC may negate Han's ability but Marksmanship can still modify rolls and Gunner still works.
I would admit I'm not a huge fan of Gunners on the Firespray, despite that being how you get them, when that is 10 points which could be used for other things.
I find this interesting as my first few attempts without gunners ended in disaster. With only three ships, I found that I just wasn't getting in the hits reliably enough and got chewed down faster than I could kill them. With gunner, if something is in my ark, I will almost always do at least a point of damage which is important since I only have three ships to fire.
Gunner is one of those things that can be great or useless. Can't touch your targets because they evade everything it can be great especially if they are spending tokens to make you miss the first time. On the other hand if you don't miss then they are rather useless.
I was looking at the two gunners and thinking "there is where I could find points to make other upgrades."
Gunner is one of those things that can be great or useless. Can't touch your targets because they evade everything it can be great especially if they are spending tokens to make you miss the first time. On the other hand if you don't miss then they are rather useless.
I was looking at the two gunners and thinking "there is where I could find points to make other upgrades."
Agreed, but adding guns or missiles to them is generally a waste since I spend more time firing out of my rear arcs than I do out of my front. I thought about bumping up the support ship but if I take two cheaper interceptors, I can't take PtL which makes them good. TIE's just aren't a maneuverable as a Interceptor and will get batted out of the way pretty easily as well.
I almost universally fly Dark Curse alongside double Firesprays, and I can't think of any ship more appropriate to combat HSF.
My personal preference is Boba, Kath, and Curse shooting at 8, 7, and 6, respectively. I think you'll find the higher PS invaluable when only fielding three ships.
Remember that Marksmanship still works just fine against Dark Curse. DC may negate Han's ability but Marksmanship can still modify rolls and Gunner still works.
I would admit I'm not a huge fan of Gunners on the Firespray, despite that being how you get them, when that is 10 points which could be used for other things.
Some HSF lists have opted for PtL and Recon Spec. in lieu of Marksmanship. I find Curse to be effective regardless, especially with Stealth Device (and I'm considering Hull Upgrade).
Gunner can be very situational on multiple Firesprays. If flying two of them, I have been known to choose Rebel Captive and or Recon Spec and give each one an Engine Upgrade. The ability to shift the fire arc provided by EU has proven invaluable sometimes.
I've just made this for funsies:
Kath Scarlet (38)
Marksmanship (3)
Rebel Captive (3)
Engine Upgrade (4)
Seismic Charges (2)
Krassis Trelix (36)
HLC (7)
Engine Upgrade (4)
Seismic Charges (2)
99pts.
I still think it's better to use less upgrades and field a third ship for point denial and more red dice; but this looks **** cool on a board. Pew pew pew!
Gunner is one of those things that can be great or useless. Can't touch your targets because they evade everything it can be great especially if they are spending tokens to make you miss the first time. On the other hand if you don't miss then they are rather useless.
I was looking at the two gunners and thinking "this is where I could find points to make other upgrades."
Agreed, but adding guns or missiles to them is generally a waste since I spend more time firing out of my rear arcs than I do out of my front. I thought about bumping up the support ship but if I take two cheaper interceptors, I can't take PtL which makes them good. TIE's just aren't a maneuverable as a Interceptor and will get batted out of the way pretty easily as well.
If the Gunners were dropped there are lots of things that could be done but if they are your style then maybe they are still the right choice for you. The Engine Upgrade suggestion can be a good one especially if you use the point saved on Intelligence Agents which can show you what your opponent has planned and give you the opportunity to boost into the way or perhaps out of firing arcs. Admittedly the IA isn't so useful when your opponent moves before you do anyway but if they move after you it can be helpful.
I almost universally fly Dark Curse alongside double Firesprays, and I can't think of any ship more appropriate to combat HSF.
Remember that Marksmanship still works just fine against Dark Curse. DC may negate Han's ability but Marksmanship can still modify rolls and Gunner still works.
Some HSF lists have opted for PtL and Recon Spec. in lieu of Marksmanship. I find Curse to be effective regardless, especially with Stealth Device (and I'm considering Hull Upgrade).
That's true although when flying PtL + Recon you are often looking at the Falcon Title as well to give Han an Evade token every turn. DC may not present as easy a target to this Han but that Evade token cuts DC's long range damage potential in half. Even if it does a good job avoiding some of that Han's big benefits it will still have a hard time dealing damage while avoiding getting killed if it should come to that.