Why the aggressor will be hyped->trashed->used

By PS10, in X-Wing

IMO the standard firing arc makes the boost on the aggressor very weak. The boost is excellent for ships wanting to make snapshots or ships with turrets that can make a circling move. The boost just makes it too fast for its own good. It is just a nice extra.

The dial is fantastic, but if Han or Dash is in range he will shoot, will the aggressor always be able to shoot if they start and play the dodge game? You will have to use a red maneuver after the first engagement a lot, at least if you want to shoot each turn. If you get bumped by a smart swarm player (ooohh yes, you know who you are! you actually get a kick out of bumping ships don't you... yes and even now you put up that smug smile of yours...evil, evil man, you) you are stuck with only a maximum 90 degree turn next turn.

And staying in range 3 seems hard as well for more than 1 round if the enemy correctly responds. A large fighter like this, is new... I will do good, it will just need testing. I do not think it will immediately jump to the top.

A thought pops in, advanced sensors with daredevil on the D could make for a fine fighter,

I'm sorry I just love the look of annoyance when other people ships slam into mine, makes me all warm inside.

IMO the standard firing arc makes the boost on the aggressor very weak. The boost is excellent for ships wanting to make snapshots or ships with turrets that can make a circling move. The boost just makes it too fast for its own good. It is just a nice extra.

The dial is fantastic, but if Han or Dash is in range he will shoot, will the aggressor always be able to shoot if they start and play the dodge game? You will have to use a red maneuver after the first engagement a lot, at least if you want to shoot each turn. If you get bumped by a smart swarm player (ooohh yes, you know who you are! you actually get a kick out of bumping ships don't you... yes and even now you put up that smug smile of yours...evil, evil man, you) you are stuck with only a maximum 90 degree turn next turn.

And staying in range 3 seems hard as well for more than 1 round if the enemy correctly responds. A large fighter like this, is new... I will do good, it will just need testing. I do not think it will immediately jump to the top.

A thought pops in, advanced sensors with daredevil on the D could make for a fine fighter,

I'm sorry I just love the look of annoyance when other people ships slam into mine, makes me all warm inside.

I don't know, but I don't think it'll ever be as fun as when you do it with a shuttle

I've got cries of exasperation from the many many players that forgot full-stop was a thing :)

(but yeah, like any lower PS ship the trick with the Aggressor will be to predict where the opponent will end up. given that it can almost literally move where-ever the hell it pleases and even orientate itself accordingly, its effectiveness will hinge entirely on your ability to guess where your opponent is going. Setting up blocks with that fat arse will no doubt be a part of that process)

The Aggressor appears to be just a Flashy B-wing. It does the same damage, is a bit tougher but yeah that's it.

SWX14-b-wing-md.png

SWX27-dial.png

Barrel Roll on the B-Wing, boost on the Aggressor.... 1 Agility versus 3 and Evade... yeah, totally the same ship...

I think what he's getting at is that the Aggressor and the B-wing are both "knife-fighters".

I don't anticipate spending much time out at range 3 with the IGs, you know?

slap on a cannon, especially with IG-2000B, and range 3 isn't a horrible place to be

Slap on a cannon AND Autothruster on IG-88B and range 3 is where you want to be:

I'll attack with 3-4 dice depending on cannon and get a second chance if I miss. Meanwhile, I'll just defend with my 4 dice and automatically change 1 blank for an evade.

Range 3 is IG-88 best friend.

How do you plan on staying there? You don't get to control most of your opponents moves...and every game hits close range. Once you are in range 1 to 2 your autothrusters won't work against a non turret ship...and range 1 to 2 is a good size area. And a nimble opponent with decent piloting skills should be able to keep you in that range...Don't get me wrong I can see the value in the autothruster...I just think you (and forceM) are overstating how useful it will be from a take all comers basis.

I think you misunderstood the intention of my post. I never said that staying at range 3 will be easy, just that it is where it want to be, not in a knife fight like Introverdant said earlier.

A big base is easy to block up close, so if I'm in a close fight (read range 1) there is good chances that I'll get the hell out next turn, and I have just the action to help for that with boost. To be really good in a knife fight, you need a small base, close maneuver and ideally barrel roll. IG-88 only has one of those 3, and even then, being a big base make the close maneuvers agruably not so close anymore. A knife fighter wants and have the tools to stay in range 1, IG-88 don't have the tools so no reason to do so.

Now at range 3, you have an open field in front of you (except for asteroids) so, you'll be able to pull all your tricks by boosting prior to movement, doing a k-turn, s-loop or whatever. Giving him a cannon will deny the range bonus of your opponent and Autothruster a boost in defense. So again, IG-88 is not a knife fighter because, even though he won't be able to be there each turn, he prefer range 3 over 1.

And that's also how I plan to try to stay in range 2-3. Keep your distance so next turn you can boost and barrel roll. Next turn when stressed, close in within range 1. Next turn get away by doing a straight or bank 3 followed by a boost. Next turn do your k-turn. Rince and repeat. Will it always work. Of course not. A player need to adapt to his opponent too. But since this ship came with boost instead of barrel roll and a S-Loop, I plan to exploit that to a maximum. Speed and range are his best friends.

As for Autothruster, until the meta calm down and we stop seeing turrets everywhere, for 2 points I consider Autothruster a no brainer to help a 40+ ship with only a front arc survive against Dash, Han or a Decimator. And it still serve a purpose at range 3, you won't get to use it every time, but when you'll be able to, you'll be glad to have take it.