|It's the recumbent bicycle of bounty-hunting ships: dorky, yet comfortable!|
The Firespray-31 is a squadron whose function sometimes confuses players that haven't used it much. By that I mean they see it's a Rogue with 3 anti-squadron blue dice but is also a capable bomber and they think "wow, I can use this as a low-maintenance jack-of-all-trades squadron!" They're wrong, unfortunately. The important thing to keep in mind about the Firespray is it is 18 points and for its cost is on average as good at attacking squadrons as a TIE Bomber. The 3 blue dice do 1.5 average damage (please note that a generic TIE Fighter with Swarm does superior average damage and is less than half the cost). Two TIE Bombers (exactly 18 points, the same as a Firespray) will each do on average 0.75 damage with their single black dice, so 1.5 total. Nobody looks at TIE Bombers and sees capable dogfighters, but those 3 blue pips on the Firespray can create a false sense of competency when it comes to anti-squadron attacks.
With that out of the way, the Firespray is a capable Rogue Bomber with a substantial amount of hull. When it comes to the Rogue keyword, it seems particularly potent on Bomber squadrons given they can "wait out" all enemy ship movement and then concentrate their attacks in the Squadron Phase through the benefit of Intel and Rogue, but it can sometimes come to bite them if they're too passive and a target escapes their grasp.
Given that a Firespray is exactly the same cost as two TIE Bombers and is functionally operating in a similar role to them (focusing on attacking ships), a comparison between one Firespray and two TIE Bomber squadrons is inevitable. There are advantages on both sides:
- Superior individual hull value, which makes it slightly more resilient against flak.
- The Rogue keyword makes them much less squadron-command-intensive than TIE Bombers, which can get very hungry for squadron commands, and as mentioned above the Rogue keyword on anti-ship squadrons can be quite effective.
- Bomber firepower concentrated into fewer squadrons so covering them with Escort and/or Intel squadrons is much easier to do.
- If you're only able to get in very limited attacks on enemy ships, sometimes being able to roll an accuracy result on the blue dice can be helpful for locking down a redirect or scatter.
- If an enemy ship is obstructed, Firesprays will still roll one blue die whereas TIE Bombers will get none at all.
- Not Heavy.
TIE Bomber pros:
- Superior total hull value (10 vs. 6), which makes them much more resilient against directed damage from fighter squadrons.
- Superior average anti-ship damage (two increments of 1 average damage =2 compared to one increment of 1.5 average damage).
- With a Bomber Command Center reroll factored in, TIE Bombers improve to 2*1.25 damage = 2.5 and the Firespray improves to 1.88 average damage.
- Superior speed (4 versus 3).
- Twice as good at adding deployments. 2 TIE Bombers is one deployment, 1 Firespray is half a deployment.
So which is better?
Time for everyone's least favorite answer: "it depends". Everyone give a round of applause for that classic letdown! I'm sure we'll see it again soon.
In short, Firesprays are better when you don't want to invest a lot of points and effort towards their success in the form of additional support squadrons and bomber support ships. They need a lot less squadron-command hand-holding than TIE Bombers and less investment into extra support squadrons (for example, you don't need to consider doubling up on Escort and/or Intel squadrons) as they take up less real estate on the board. They're easy to add on as a "side thing" your fleet does as a central piece of a heavier squadron commitment (don't forget to add real fighters!) but it's not on the same scale as a "serious" bomber approach, which is more expensive, more committed to "bombers are a big thing this fleet does" and more destructive. I'd still definitely recommend Major Rhymer and an Intel squadron if you plan to use 3+ Firesprays to help them consistently get in attacks and one Gozanti with a Bomber Command Center for the reroll, but beyond that, the Firesprays are cheaper as a group than all the bells and whistles a "serious" bomber fleet wants.
TIE Bombers are better when you're willing to make the commitment towards being a "bomber fleet": at least one Gozanti with a Bomber Command Center, Major Rhymer, consider investing in 2 Intel squadrons, etc. TIE Bombers are faster, they can weather enemy fighter attacks better, and they do more damage for their cost against ships - they just need more of a fleshed-out support apparatus to get them working consistently. You can try sprinkling in a few (2-4?) TIE Bombers without any real support just to see how it goes and it's not very expensive, but the kind of bomber support that TIE Bombers like (Bomber Command Centers, Major Rhymer) really gets increasingly more cost-effective the more TIE Bombers you bring. If you'd like a lighter but still significant bomber presence, you can always go for unique TIE Bombers like Gamma Squadron and Captain Jonus and/or multi-role squadrons such as TIE Defenders or Decimators.
Oh and just in case there was any confusion: yes, I finally covered a generic Imperial Rogue squadron I don't flat-out say "eh, probably not" to! Hooray!
|Boba Fett, did you get lost in Home Depot again?|
- +1 blue dice against squadrons, improving his anti-squadron average damage from 1.5 to 2.
- Converts a blue dice to a black dice against ships, improving his anti-ship average damage from 1.5 to 1.75.
- Gains two brace defense tokens.
- Gains the unique Boba Fett ability we'll go over below.
- The ability is not an attack, so the victim cannot spend defense tokens to affect it in any way.
- The only requirement is activating and choosing a target at distance 1, which has two elements:
- Distance 1: it doesn't matter if you're engaged with a squadron at distance 1 or if it is obstructed. So long as any hull zone of a ship is at distance 1, it's a possible target too.
- Activate: the ability triggers when you activate Boba Fett, so if he activates with no targets nearby and then you move him in and then attack a squadron at distance 1, the window to use his ability has already passed.
- When a ship will suffer a damage but the damage doesn't come with instructions as to which hull zone the damage goes to, the owner of that ship chooses the hull zone. This means if Boba Fett uses his ability at distance 1 of a ship's 0-shields-remaining left hull zone, the owner can choose to suffer the 1 damage on the plenty-of-shields right hull zone, removing one shield and making Boba Fett just a bit sad.
In general, I'd recommend considering Boba Fett when you answer yes to the following two questions:
- Does your fleet really want something that can assist you in destroying crippled enemy ships?
- Does your fleet not have the free squadron command muscle to support other non-Rogue squadrons instead?