Intelligence Agent Love?

By Deltmi, in X-Wing

I haven't seen anyone mention putting Intelligence Agent on the named Phantoms. Am I wrong, or does that seem like a perfect crew member, especially for 1 point. Knowing where your opponent is moving before you uncloak is a huge advantage. You won't be able to change your maneuver dial, BUT it will help you choose which side to barrel roll from when you uncloak.

I've been debating it in a build with a Firespray, as it's a good 1 point filler. Especially on Echo if he's facing PS9 opponents.

Lol nope! Thanks for the link.

I originally had planned to put them on the named pilots, but then I thought about it, what is the point? If you have VI on them, they are PS8 and 9, so chances are they are going to move after everyone else, and see what the dial was anyways, then react to it with the decloak. So in that sense they are kind of useless on the named phantoms.

Unless of course you are going to use a different EPT... Maybe if you were rocking outmanuever on them. Id personally not have them shoot at me and have a less powerful shot, than hazard defense dice.

However on the unnamed Phantoms, ya stick those IA on there. They need to know where the opponent will be to either block them with their decloaks or get out of their arcs.

Edited by Zoccola

Here's a quick list:

25 Sigma Squadron Pilot

1 Intelligence Agent

25 Sigma Squadron Pilot

1 Intelligence Agent

21 Saber Squadron Pilot

3 Push the Limit

21 Saber Squadron Pilot

3 Push the Limit

I originally had planned to put them on the named pilots, but then I thought about it, what is the point? If you have VI on them, they are PS8 and 9, so chances are they are going to move after everyone else, and see what the dial was anyways, then react to it with the decloak. So in that sense they are kind of useless on the named phantoms.

Unless of course you are going to use a different EPT... Maybe if you were rocking outmanuever on them. Id personally not have them shoot at me and have a less powerful shot, than hazard defense dice.

However on the unnamed Phantoms, ya stick those IA on there. They need to know where the opponent will be to either block them with their decloaks or get out of their arcs.

1) The ability to know what the other PS8 and PS9 pilots are going to do if they move after you.

2) The ability to look up what lower-level pilots are going to do so you can execute a perfect barrel roll with your PS1 Academy Pilots and block their action/K-turn.

On a named Phantom with VI, you get two benefits:

1) The ability to know what the other PS8 and PS9 pilots are going to do if they move after you.

2) The ability to look up what lower-level pilots are going to do so you can execute a perfect barrel roll with your PS1 Academy Pilots and block their action/K-turn.

I'm thinking that about sums up what Intelligence Agent gets the high PS Phantoms. It's a planning aid that rarely helps the high PS Phantom's choices but which can help you make better informed decisions with the low PS ships. Even if they aren't the ship running it IA is best for low PS ships and as PS goes up their value goes down.

Pleasure me if you must Mr. Bond, I will not give up the microfilm.

Edited by FTS Gecko

I thought about giving it to echo in combinaison with enhanced scopes. This way, you are sure you can do the maneuver you want when you decloak and know where your target will be and face before getting into position. The only problem, enhanced scopes can't be turned off, so if you get to face a maneuvrable team like PtL Interceptors, you're screwed. Other than that, I'm sure you can be better served with another crew. Still, I'll give it a try.

Edited by Red Castle

Enhanced Scopes seems like a bad idea. The most you can IA is one ship, IF they are within range 2. You can probably guess what the other 1-6 ships are going to do based on that Intel, but I'd rather use Advanced Sensor to give you the option of a barrel roll if your intended Decloak locations get blocked.

Frankly, I don't know why Echo would ever use anything but VI, Recon, and Adv Sensors & Cloaking Device.

Advanced scopes is a bad idea. You want to move after everyone else s you can see where they're looking and deny them the ability to position with boosts and barrel rolls.