IG2000 Preview

By Engine25, in X-Wing

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.

This was the Aggressor preview.

edit: read the quote again.

Edited by chilligan

It just occurred to me... with no generics, there isn't a way I can justify custom color schemes for the IG-2000. It has to stay stock, because all four ships were! D:

OH NO THE SKY IS FALLLIIIIIIIIINGGHNGNGNGNGHHH.

I was in time, this time, right?

If I were to have an honest opinion that the ship was insanely powerful for the cost, I'd be flame broiled right? Yeah stupid question, your right. I'll take my worthless opinions on balance elsewhere. :unsure:

But it will be fun to play! :lol:

The only thing that i have seen until now that should be about the same in cost/efficiency would be the Phantom.

But apart from the big base and PS6 i see no inconvenients in this ship.

I feel a bit sad for Eamon Azzameen and the Mandalorian Mercenary sharing the same price range...

It seems that double IG will be serious contenders to the meta. One thing that we can't underestimate is its tankiness. With PTL, Autothrusters and IG-88C this ship can turtle up like no other. At range 3 and against turrets it will be outright impervious to fire. Its 9 greens and incredible mobility just add to this. Arc dodge some stuff, tank the rest with evade/focus/Autothrusters.

This is no criticism, i am really looking forward to the Agressor but it seems like this ship will make a few other choices in scum look pretty old...

Edited by ForceM

The Aggresor has amazing qualities, but I think they're bought and paid for with by the PS 6 cap and naked point cost. The only things that could push it closer to falcon territory are the free evade after boost and innate agility 3. Even with that, though, I don't think it's as forgiving to fly as another ship in similar cost territory (VI, ACD Whisper). Its expense, pilot skill limit, single-arc, and large base make me think it will be one of the more challenging ships to get right. Definitely not interceptor level, but above phantoms and turrets for sure.

Fine analysis all in all, but i have just one question that caught my interest:

Why would you think interceptors require more skill than Phantoms or other ships. I always had a pretty easy time with them because of their superb dials. It's sure not a forgiving ship but i think it's easy to get it where i want it.

The Aggresor has amazing qualities, but I think they're bought and paid for with by the PS 6 cap and naked point cost. The only things that could push it closer to falcon territory are the free evade after boost and innate agility 3. Even with that, though, I don't think it's as forgiving to fly as another ship in similar cost territory (VI, ACD Whisper). Its expense, pilot skill limit, single-arc, and large base make me think it will be one of the more challenging ships to get right. Definitely not interceptor level, but above phantoms and turrets for sure.

Fine analysis all in all, but i have just one question that caught my interest:

Why would you think interceptors require more skill than Phantoms or other ships. I always had a pretty easy time with them because of their superb dials. It's sure not a forgiving ship but i think it's easy to get it where i want it.

I think interceptors are the most skill intensive because they're tie fighters on speed

Very potent arc dodgers with hilarious mobility, true, but just getting shot at once can mean losing 24+ points of ship

What sets them apart from phantoms especially is that there are no built in guarantees. If a Whisper would bump/fly through an obstruction (not debris), it can still de-cloak and (if it has a shot) re-cloak and get assigned a focus. An interceptor doing the same is SOL. An action-less interceptor in this age of predator + gunner of FCS + gunner 3/4 red dice is a dead interceptor.

Basically, you make a mistake or are predicted once it could very well be the end and, unlike a tie fighter, it'll cost you a good chunk of your squad. That's textbook unforgiving, I would think :P

I see the Aggressor as kind of the half-way point, no action-less guarantees nor pre maneuver displacement (unless you spring for sensors) but at the same time far sturdier so you don't get blown up after a bad bout of dice.