Exploring the IG88 builds

By Osoroshii, in X-Wing

With the new article out for the IG88 we now have enough information to start theory crafting our Scum builds. Like most people I'm excited to make use of the IG-2000 title card for the IG-88 ship. So off we go to explore what this means for the scum and how they can fight both the Rebel and Empire.

My first list will make use of the IG-88B and IG-88C

http://www.fantasyflightgames.com/ffg_content/x-wing/news/scum-and-villainy/ig-88b.png

http://www.fantasyflightgames.com/ffg_content/x-wing/news/scum-and-villainy/ig-88c.png

IG-88B (36)

Heavy Laser Cannon (7)

Fire Control System (2)

Autothrusters (2)

Push The Limit (3)

IG-2000 (0)

IG-88C (36)

Heavy Laser Cannon (7)

Fire Control System (2)

Autothrusters (2)

Push The Limit (3)

IG-2000 (0)

So here we are going to really push this ship to it's fullest potential wig actions, and my oh my the actions. Both come built in Gunners and a free evade with a boost, the Autothrusters will give all the turrets all they can handle while still delivering that Heavy Laser Cannon hit. You simp,e never spend a focus on the first hit and get that Fire Control System free Lock and fire back with a TL + Focus second attack.

This is a really good start and the first list I can think of. Where will you take the ship as we explore this new addition to our beloved game.

I'm already finding myself contemplating 88b with Mangler, Marksmanship and Experitmental Interface... the crits, the crits oh my...

I'm not sure about using B with the HLC. How often does an HLC fail to get damage through, even without a modifier? Especially if you're hunting turreted ships like you mention, that will often have 0/1 evade dice, a C-3P0 that they won't trigger against 1 hit knowing you'll get the second shot, etc.

IG-88C does seem to be the most no brainer, auto-include of the lot

IG-88B has the second most obviously useful benefit, and while HLC missing might seem like a long shot the stupid thing can easily average a naked 2 damage which is pretty trivially dodged by phantoms.

I would think FCS is overkill and that advanced sensors would be much preferable, but you'd have to start shaving points off for them.

I think that going with A and C with Autothrusters will be where it's at. I think I'd rather have Advanced Sensors than FCS and might be willing to switch the HLC out for a Mangler Cannon to make it fit.

I'm not sure about using B with the HLC. How often does an HLC fail to get damage through, even without a modifier? Especially if you're hunting turreted ships like you mention, that will often have 0/1 evade dice, a C-3P0 that they won't trigger against 1 hit knowing you'll get the second shot, etc.

It does fail though, that's why you still see Gunner on about half of successful Whisper lists.

IG-88B (36)
Heavy Laser Cannon (7)

Autoblaster (5)
Fire Control System (2)
IG-2000 (0)

IG-88D (36)
Heavy Laser Cannon (7)

Autoblaster (5)
Fire Control System (2)
IG-2000 (0)

Ok, thats the reason why they have 2 cannon slots.

IG88C + D - 36

PTL - 3

Mangler Cannon - 4

Sensor Jammer - 4

Autothrusters - 2

Inertial Dampeners - 1

IG2000 - 0

So for this squad I would fly at R3 as much as possible, using the mangler to negate extra d-dice, and using autothrusters and jammers (with the evade from C) to stay alive. The extra maneuverability provided by D and the dampeners (plus that dial) should keep you with a shot most of the time. 100 points even, because with a PS6 I don't think an initiative bid is all that great an idea. I know that HLC is the sexy go-to, but I'd prefer more options to stay alive. It's only two ships after all.

I'm not sure about using B with the HLC. How often does an HLC fail to get damage through, even without a modifier? Especially if you're hunting turreted ships like you mention, that will often have 0/1 evade dice, a C-3P0 that they won't trigger against 1 hit knowing you'll get the second shot, etc.

Yes in some match ups this second shot with Heavy Laser Cannon may not happen. This of course it not at the expense of a 5pt crew. But I'm trying to build for the entire meta not just a single build. Tie Intercetors will be showing up as well as more IG-88's. The number of Ships that have 3-4 evades will only increase in the coming meta.

I am more in this camp myself:

IG88 B + C -36 (72)

PTL -3 (6)

Mangler Cannon -4 (8)

Advanced Sensors -3 (6)

Autothrusters -2 (4)
IG2000 -0 (0)

Total 96 Points

That leaves 4 points total to play with...

I think that going with A and C with Autothrusters will be where it's at. I think I'd rather have Advanced Sensors than FCS and might be willing to switch the HLC out for a Mangler Cannon to make it fit.

I don't think that you can rely on A for survival in the current landscape. If you're facing a TIE swarm, then you're looking at a lot of shields restored. But if you're facing Chiraneau and Whisper, or Dash and Corran, you're paying for a single Shield Upgrade, and only gain the effect if the ship that deals the killing blow had suffered any shield damage to begin with.

C+D 36

advanced sensors 3

wingman 2

41 points each, they can boost to gain an evade, then preform an S-Loop than can be changed (both this and boosting can really change where they're pointed), and then remove each other's stress to do it again next turn

C+D 36

advanced sensors 3

wingman 2

41 points each, they can boost to gain an evade, then preform an S-Loop than can be changed (both this and boosting can really change where they're pointed), and then remove each other's stress to do it again next turn

Very interesting idea. Where do you go to fill out the remaining 18pts? More upgrades a 3rd ship?

I am more in this camp myself:

IG88 B + C -36 (72)

PTL -3 (6)

Mangler Cannon -4 (8)

Advanced Sensors -3 (6)

Autothrusters -2 (4)

IG2000 -0 (0)

Total 96 Points

That leaves 4 points total to play with...

This is what I'd run, except with FCS instead of AdvSen. With my six remaining points, I guess I'd Inertial Dampeners with Seismic Charges. I guess you could go with Proximity Mines instead, too.

C+D 36

advanced sensors 3

wingman 2

41 points each, they can boost to gain an evade, then preform an S-Loop than can be changed (both this and boosting can really change where they're pointed), and then remove each other's stress to do it again next turn

Very interesting idea. Where do you go to fill out the remaining 18pts? More upgrades a 3rd ship?

Run Kaa'to Leeachos with Predator? =P

Im not sold on HLC on any of the IG-2000's its just too much points to sink in a weapon . The mangler for crits is going to be my go to cannon for the IG-2000's

I'm going to be especially curious to see what people come up with for single Aggressor builds. Double IG2000s should be popular, but pairing him with Kath or some Zs should be strong as well.

C+D 36

advanced sensors 3

wingman 2

41 points each, they can boost to gain an evade, then preform an S-Loop than can be changed (both this and boosting can really change where they're pointed), and then remove each other's stress to do it again next turn

Very interesting idea. Where do you go to fill out the remaining 18pts? More upgrades a 3rd ship?

x2 HLC + Autothrusters

[50] IG-88A, Elusiveness, Seismic Charges, Ion Cannon, Sensor Jammer, Stealth Device, IG-2000

[50] IG-88C, Elusiveness, Seismic Charges, Ion Cannon, Sensor Jammer, Stealth Device, IG-2000

4AGI, force a reroll(better than SJ for crits), lose a hit to focus, evade token. Autorepairs every time it pulls off a kill (interchangeable PS makes this really fun since you can to some extent choose which ship gets fixed), forces the enemy into predictability with Ion Cannon, and autodamage from Seismics.

Technically you can make tougher builds with Bodyguard Guri, but this should be interesting.

I'm not sure about using B with the HLC. How often does an HLC fail to get damage through, even without a modifier? Especially if you're hunting turreted ships like you mention, that will often have 0/1 evade dice, a C-3P0 that they won't trigger against 1 hit knowing you'll get the second shot, etc.

Bad rolls with unmodified dice. I use gunner all the time with Whisper and it works wonders with FCS so you can go evade + focus with Whisper.

My problem is mostly with PtL withouth advanced sensors, stressing yourself all the time withouth green hard turns is weird, and you can't abuse the S-loop either. I am thinking about different alternatives, but gunner + FCS is always a solid pick up,

B & C

Both with:

Mangler

Autothrusters

PTL

FCS

IG-2000

Hot-shot Blaster

98 Pts and hard hitting while maintaining defense with evade tokens.

I'm not sure about using B with the HLC. How often does an HLC fail to get damage through, even without a modifier? Especially if you're hunting turreted ships like you mention, that will often have 0/1 evade dice, a C-3P0 that they won't trigger against 1 hit knowing you'll get the second shot, etc.

You are not obliged to take the first shot with the HLC. You even could get Accuracy Corrector to guarantee a miss on the first shot.

how about b and c, both with ptl, inertial dampeners, and auto thrusters, one with hlc fcs, the other with mangler advanced sensors

I think that going with A and C with Autothrusters will be where it's at. I think I'd rather have Advanced Sensors than FCS and might be willing to switch the HLC out for a Mangler Cannon to make it fit.

I don't think that you can rely on A for survival in the current landscape. If you're facing a TIE swarm, then you're looking at a lot of shields restored. But if you're facing Chiraneau and Whisper, or Dash and Corran, you're paying for a single Shield Upgrade, and only gain the effect if the ship that deals the killing blow had suffered any shield damage to begin with.

Stupid letters in names. We need nicknames for the different IG models. I meant C & D, the one with the free evade action and the one with the funky S-Loop.

I just can't wait to play all 4 in epic

C+D 36

advanced sensors 3

wingman 2

41 points each, they can boost to gain an evade, then preform an S-Loop than can be changed (both this and boosting can really change where they're pointed), and then remove each other's stress to do it again next turn

Very interesting idea. Where do you go to fill out the remaining 18pts? More upgrades a 3rd ship?

I'd say both are viable.