Can 2 Firesprays hold their own in a Tourney?

By Englishpete, in X-Wing

In the new wave 3 meta, can 2 Firesprays hold their own in the Tourney scene?

I kind of like this list. The Expert Handling should work to not only move out of arcs but allow me to move to R1 and use the Autoblasters.

The added advantage for Kath is a potential double stress situation with the Autoblaster. Fett has the Gunner for R2-3 shots and on the off chance he missed with the Autoblaster.


Boba Fett (51)

Autoblaster, Expert Handling, Gunner


Kath Scarlet (48)

Autoblaster, Expert Handling, Rebel Captive

No navigator on Fett.......???

Tried it. Hate it. :-(

Try this:

Bounty Hunter w/ Gunner (2)

Academy Pilots (2)

I would definitely trade both of the Autoblasters for Proton Bombs, or possibly Ion Cannons and Seismics.

Or go with 3 bounty hunters.

Dracon, both great options and serious contenders if the Autoblasters don't pan out in practice this week.

Doublenot7. Used that list many times and love it, but I find a clever opponent knows how to exploit my base size against me and the folks I will be up against know me well and are quality fliers.

Edited by Englishpete

Autoblaster really is only useful if you're firing at a target that has exceptionally high agility, because otherwise I personally think that using 4 attack dice at range 1 is much more worthwhile in every other situation. 5 points doesn't seem like a wise investment to me.

Autoblaster really is only useful if you're firing at a target that has exceptionally high agility, because otherwise I personally think that using 4 attack dice at range 1 is much more worthwhile in every other situation. 5 points doesn't seem like a wise investment to me.

however, autoblaster with Kath's Pilot ability seems like a natural fit. must know how to pilot th eship though to get into range...which is why I go with expert handling on Kath...i can dance into range one, bounce out to range three, or even do a one forward and the barrel roll allows me to move backwards

Autoblaster really is only useful if you're firing at a target that has exceptionally high agility, because otherwise I personally think that using 4 attack dice at range 1 is much more worthwhile in every other situation. 5 points doesn't seem like a wise investment to me.

Of the ships that currently have 3 agility, only the Tie Fighter and Tie Interceptor really see play. I think Proton Bombs work better on these two than the Autoblaster anyway :D

I am tempted to put an Ion Cannon and Seismic on Fett and leave the Autoblaster on Kath for that big fat stress chance.

Posted this squad on another thread but it might belong here...



Kath Scarlet + Expert Handling + Gunner (45)


Krassis Trelix + HLC (43)


Academy Pilot (12)



Now i know what ur thinking... Academy Pilot isnt as good as backstabber or dark curse but that is exactly why it is good because ur opponent will not view it as a threat and likely ignore it (especially if it stays at long range and uses evade or focus for defending itself). In my experience a lowly Academy Pilot will chip away and get in more damage that it should and at PS1 it can become a timely blocker if it needs to.



Having the ability to barrel roll on a firespray is REALLY good. its large base means you can really move a large distance when u roll putting Kath in positions ur opponent will not expect her to be in opening up opportunities for u to get in free shots and/or totally move out of enemy firing arcs :)



You have two massive threats and a non-threat that will be ignored. Krassis will likely be their primary target. None likes getting pounded by 4 attack dice every turn - keep Krassis out of the up close combat and use hit and run tactics - dont hesitate to zoom away from danger and use ur rear firing arc on the way! reposition for the HLC assault every few turns if they rush at you and flank with Kath and Academy Pilot.

Haven't lost any tourneys with my 2 Firespray list, it's all I run.

Haven't lost any tourneys with my 2 Firespray list, it's all I run.

A) What's your list?

B) Have you considered 3x Bounty Hunters for a 99 pointer?

Spreading the firepower and maximising hit points, I really enjoy

2x BH

1x Backstabber

1x Alpha Interceptor

Go into joust hard with the 2 BH and flyby shoot from the rear. Meanwhile fly the two fighters around the board and keep them out of arc. Tankers and Flankers!

Edited by wildkatze69

Sticking solely with 2 Firesprays and based on comments from you good folks how about

Boba Fett (53)

Heavy Laser Cannon, Expert Handling, Gunner


Kath Scarlet (47)

Seismic Charges, Expert Handling, Gunner

Fett uses Barrel Roll to stay out long with the HLC whilst Kath flanks. Now would you keep the Gunner on Kath or change it for Rebel Captive and a Seismic on Fett?

I think the main issue with only running 2 firesprays is reliability. Swarms win out due to loads of little shots. Only being able to "attack" 2 targets a turn can prove not enough.

However, I've been wanting to try out a 2 firespray list, until I bought my 3rd, now I want to try out a 3 firespray list :D

I have successfully flown 2 and 3 Firspray lists and chewed through swarms with 2 of them. Three is just plain nasty, but a bit dull to play.