X-Wing Practice: Firespray, Full, v2.5

Introduction

This is my full v2.5 list game to try out the Firespray. The v2.0 Scrubs game is here. Did Chance Encounter as usual.

Separatists

  • Jango Fett – Firespray-class Patrol Craft (I6, 8 pts, 27 loadout)
    • Snap Shot (9)
    • Heavy Laser Cannon (4)
    • Homing Missiles (5)
    • Seismic Charges (3)
    • Ablative Plating (4)
    • Slave I (0)
    • Boba Fett (2)
  • Wat Tambor – Belbullab-22 Starfighter (I3, 4 pts, 7 loadout)
    • Predator (2)
    • TV-94 (5)
    • Impervium Plating (0)
  • DIS-T81 – Droid Tri-Fighter (I4, 4 pts, 12 loadout)
    • Trick Shot (4)
    • Shield Upgrade (8)
  • DFS-081 – Vulture-class Droid Fighter (I3, 2 pts, 7 loadout)
    • Energy-Shell Charges (4)
    • Grappling Struts (0)
  • Haor Chall Prototype – Vulture-class Droid Fighter (I1, 2 pts, 4 loadout)
    • Energy-Shell Charges (4)
    • Grappling Struts (0)

Empire

  • Darth Vader – TIE Advanced x1 (I6, 7 pts, 21 loadout)
    • Instinctive Aim (2)
    • Heightened Perception (3)
    • Fire-Control System (2)
    • Homing Missiles (5)
    • Shield Upgrade (8)
  • Soontir Fel – TIE/in Interceptor (I6, 6 pts, 15 loadout)
    • Outmaneuver (12)
    • Predator (2)
  • Turr Phennir – TIE/in Interceptor (I4, 4 pts, 9 loadout)
    • Juke (6)
    • Elusive (2)
  • “Night Beast” – TIE/ln Fighter (I2, 3 pts, 4 loadout)
    • Crack Shot (3)
    • Marksmanship (1)

The Game

Setup

Obstacles are still a struggle for me. Like most Sep matches I figure the opponent wants to create small spaces and avoid asteroids to limit the advantages to a swarm with Grappling Struts.

Seps had to put Haor (brown vulture) down first so that telegraphed where the swarm was going. Imps feinted with Night Beast in the area planning to put the rest to the side and have Night Beast start by turning away. The other Imps decided to point at the middle. Wat got put to be the first Sep to hold the middle. Jango set up on the outside where there’s more space.

After Round 1

With all four Imps coming towards the middle Wat over there may be in trouble. The Sep swarm will have to go around some asteroids to get targets.

After Round 2

Wat took attacks from all four Imps, bringing him down to 1 HP. Soontir got lucky and unlucky. He rolled 2 crits and a 1 hit vs. 2 blanks but Wat’s Impervium Plating made those 2 crits worse than hits, erasing them. Vader dealt one and Turr and his Juke dealt two.

Jango got a Snap Shot off which I think is the first time I actually activated it. He forced Vader to use a Force. Other than that, the Sep red dice ran cold.

After Round 3 (Wat out but left on board)

Soontir finished Wat. DIS (the Tri) had a no damage bump on DFS (blue vulture). Vader nailed Haor twice and would have crit but DFS’s ability flipped the crit to a hit.

Not a lot of extraordinary luck here but seems like Seps keep coming up short on near 50-50 odds. Imps have a clear lead with no damage and a 7-2 lead.

After Round 4

Jango with a good opportunity on Vader. Range 1, his special, lock, focus, and Vader with no mods except 1 force. Turned it into 2 hits. Otherwise, the Imps are out flying the Sep swarm.

After Round 5 (Haor out)

Jango’s trying but the swarm isn’t giving him enough help. He takes off Vader’s last shield (half total HP). Swarm had to break up and Vader finished Haor from distance.

Seps get a score boost from halving Vader but Imps keep ripping through them. Imps lead 12-7.

After Round 6

The two sides are trying to turn and the Imps are again outflying Seps. Jango somehow ended up with no shot. Turr got Jango three times (four hita vs. one dodge). Vader hit and crit DIS (sensor array). DIS got on hit on Vader, the only good thing for Seps this round. Night Beast joined in with a hit on DFS.

After Round 7 (DIS out)

Night Beast pursues and finishes DFS. Turr brought DIS down to 1 HP. Jango still has a lot of HP left but pretty clear where this is going.

Final
Final (dramatic Vader-Jango shot)

Conclusion

Imps had luck and better flying on their side. Not many singular high luck incidents but Imps got the 50-50’s. Seps probably badly set up from beginning. Jango should’ve gone for the middle or maybe nobody at all. Wat getting erased early set the tone.

I also had trouble using Jango’s various abilities. Boba’s doesn’t proc as often as I’d think. Both Vader and Jango had Homing but anytime they had a lock they also had a setup for a bigger round than one hit.

Imps did a better job with their abilities. Turr used Juke a couple times. Soontir got an Outmanueuver in. Night Beast’s special allows for a free action which I love. Vader’s special is easy to use.

Despite the high point Shield Upgrade is both useful and far less chance I just forget to use it.

1 thought on “X-Wing Practice: Firespray, Full, v2.5

  1. Alan

    Homing missile is a weird one. Nice 4 die shot but unless they are on one health or 1 damage from half points in a timed game, it usually doesn’t seem like you are going to roll dice.

    Reply

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