IG2000 Preview

By Engine25, in X-Wing

It looks like you'll have to buy 3 Agressors in order to have all the 2-ship combinations though...

Huh?

Not enough cardboard inserts, is my guess. Assuming FFG only gives you two per pack, then you'd need a third pack to field both of the IG variants that are on the obverse/reverse of a given insert.

Edit: But I don't think that's it either. With two packs, you get two copies of each tile, which means you don't run into that issue, right?

Edited by Levi Porphyrogenitus

Wow! Just wow! I think I'm in love!

This dial is just... so many greens! All those pilot abilities are great! I have a hard time determining which one I prefer. A duo of IG-88A and IG-88C could be very tanky, especially against a swarm, with the free evade and shield regeneration. I think, I still prefer IG-88D though, with access to every direction for his k-turn. Combined with Advanced Sensor, boost left then k-turn hard left.... very sneaky! If you need to bail, your 3 bank are greens, followed by a boost.

IG-88D + Advanced Sensor + PtL + Autothruster + Proximity mine + Flechette Cannon + Inertial Dampeners (50pts)

IG-88C + Advanced Sensor + PtL + Autothruster + Proximity mine + Flechette Cannon + Inertial Dampeners (50pts)

Sneaky and tanky. Alternatively, switch the Cannon and Dampeners for a ''Hot Shot'' Blaster in case you are being chased.

It looks like you'll have to buy 3 Agressors in order to have all the 2-ship combinations though...

Huh?

Not enough cardboard inserts, is my guess. Assuming FFG only gives you two per pack, then you'd need a third pack to field both of the IG variants that are on the obverse/reverse of a given insert.

Edit: But I don't think that's it either. With two packs, you get two copies of each tile, which means you don't run into that issue, right?

Each IG-2000 expansion will have all four pilot cards and two double-sided ship tokens.

If you buy 2 IG-2000 expansions, you can field every possible combination of IG-88 available in 100 point games.

Edited by Introverdant

IG-88B PTL+HLC+FCS, this brings the pain, I like it paired with hyper mobile 88C or D.

Such a tease, there's more to be announced...

Is there?

"In the coming weeks, keep your eyes open for more previews of the IG-2000 Expansion Pack and the other Wave VI expansions ships, including a faction overview by developers Alex Davy and Frank Brooks!"

Basically we have another preview detailing the Aggressor, a "closing" preview with all the cards that were purposefully left out ("Calculator" for instance) and a list preview for the Scum faction. We're booked with previews until the end of February probably, Raider previews not included.

B and D look great, A underwhelms now that swarms are out of vogue. I'm not sure about C and boosting with large bases on a ship that has no turret.

B and D look great, A underwhelms now that swarms are out of vogue. I'm not sure about C and boosting with large bases on a ship that has no turret.

you haven't lived until you've played the Shuttle with Engine Upgrade. It is a COMPLETELY different ship.

Such a tease, there's more to be announced...

But this got me thinking... Aggressor is pretty cool.

Not necessarily announced, but more to talk about apparently.

B and D look great, A underwhelms now that swarms are out of vogue. I'm not sure about C and boosting with large bases on a ship that has no turret.

you haven't lived until you've played the Shuttle with Engine Upgrade. It is a COMPLETELY different ship.

Especially when you also put Advanced Sensors on that shuttle. A Boost followed by a hard 2 makes it surprisingly mobile.

The ability for the IG-88B to boost, gain an evade token, PTL to focus, and then reveal a green 1 maneuver to clear stress? Or boost, gain an evade token, then pull a Segnor? Or use Dampers to slam on the e-brake? This will be a very very tricky ship.

Boosting large base ships are awesome, they cover a lot of ground with that large base. My real question is why 2 cannon slots? I thought there might be a pilot that could link fire them, but apparently not. Maybe there is some yet to be seen ability to make the most of them, but if not, how often would you pay the points for 2 cannons? I get that you could run ion and mangler and have more options, but from a practical standpoint, would you really do that?

So, enlighten me, why 2 cannon upgrades?

Boosting large base ships are awesome, they cover a lot of ground with that large base. My real question is why 2 cannon slots? I thought there might be a pilot that could link fire them, but apparently not. Maybe there is some yet to be seen ability to make the most of them, but if not, how often would you pay the points for 2 cannons? I get that you could run ion and mangler and have more options, but from a practical standpoint, would you really do that?

So, enlighten me, why 2 cannon upgrades?

Guess you could take a mangler and the B version and get a slightly better gunner ability for 1p less. Primary first then mangler

edit: or you can go mangler and then mangler again "Notably, you can use the same cannon twice, so if you miss, for example, with an Ion Cannon, you can fire that Ion Cannon again, aiming for a better result."

Edited by Fnords

I hadn't preordered any now I think I better order two before they sell out.

Really nice ship.

Boosting large base ships are awesome, they cover a lot of ground with that large base. My real question is why 2 cannon slots? I thought there might be a pilot that could link fire them, but apparently not. Maybe there is some yet to be seen ability to make the most of them, but if not, how often would you pay the points for 2 cannons? I get that you could run ion and mangler and have more options, but from a practical standpoint, would you really do that?

So, enlighten me, why 2 cannon upgrades?

I would not run the mangler at all. Not with 3 primary attack dice.

Flechette & Ion might be worth considering: Use the one that hurts the enemy more.

HLC plus another cannon is very expensive.

Ion + Autoblasters, pin the target and close in for the kill

kinda expensive, but oh well..... alternatively massed ion+fletch on everybody is good, ion the target 1st and if it goes thru, tag him with a fletch

I am thinking 2 IGs with AdvS, VI, HLC, AT, and Title. Only question is which IGs to take.

Alright Google, why Aggressors have 2 cannon upgrade slots?

Boosting large base ships are awesome, they cover a lot of ground with that large base. My real question is why 2 cannon slots? I thought there might be a pilot that could link fire them, but apparently not. Maybe there is some yet to be seen ability to make the most of them, but if not, how often would you pay the points for 2 cannons? I get that you could run ion and mangler and have more options, but from a practical standpoint, would you really do that?

So, enlighten me, why 2 cannon upgrades?

The only thing I see is that it gives you some insurance at range 1 if you have an HLC equipped. An HLC paired with a Flechette cannon gives you a solid range 2-3 punch, paired with a cheap control option to prevent your opponent from K-turning behind you next turn if they get within range 1.

never thought I'd see a 3 agility large ship or a large ship without crew slots. Then again, if they did have crew slots you would never see the firespray played (imagine IG-88C with PTL = Boost --> Evade --> PTLed target lock --> Outlaw tech out a focus)

can't say I understand the double cannon slot outside of IG-88B's ability or a Flechette and Ion combo (though that seems weak on a ship taking up that much real estate in a squad)

All in all, the aggressor strikes me as a large base phantom/interceptor hybrid (though 3/3 is not 4/4, thankfully) with its only real weakness being PS 6 and requiring the player to think ahead against the current meta (which fits the "elite" theme I would suppose).

I'm just glad that it is not only an arced, non-turret ship but can take auto-thrusters as well ^_^

Here is an option that I'm surprised that no one mentionned thus far: Advanced sensors + push the limit + proximity mines...

Options are:

- Lay mine + other action + move

- Boost + lay mines + move

- Move + lay mine + other action

- Move + boost + lay mine

Having a pilot skill rating of 6 almost ensures that this ship can throw its payload in the nose of every other high ranking, but glass cannon, kind of ship.

This... is... interesting...

Alright Google, order 2 Aggressors!

So you get all that for 1 point more than a defender... makes sense.

Here is an option that I'm surprised that no one mentionned thus far: Advanced sensors + push the limit + proximity mines...

Options are:

- Lay mine + other action + move

- Boost + lay mines + move

- Move + lay mine + other action

- Move + boost + lay mine

Options one and three work. Options two and four do not. The proximity mine is not in the action bar.

So you get all that for 1 point more than a defender... makes sense.

No white k, though :P

To be extra fair, though, I'm also very surprised to see a large ship without the 5 straight (less surprising) or 4 straight (very surprising) maneuver options. It's kind of weird that they have to k-turn to reach that speed.

Not sure it matters much with innate boost rather than innate barrel-roll, but it's worth keeping an eye on

If you are at range 1, just fire your primary, you are throwing four dice with the ability to crit. that is better than the HLC

Here is an option that I'm surprised that no one mentionned thus far: Advanced sensors + push the limit + proximity mines...

Options are:

- Lay mine + other action + move

- Boost + lay mines + move

- Move + lay mine + other action

- Move + boost + lay mine

Options one and three work. Options two and four do not. The proximity mine is not in the action bar.

Nice call! Thanks!