An aggressor tactic no one is talking about yet

By nikk whyte, in X-Wing

I need somebody to run the calculations on a daredevil/experimental interface u-turn.

With the EI, you could then boost for what is looking like a negative speed k-turn. Unless experimental interface doesn't react with daredevil, or if it double stresses you.

Either way, you get a barrel roll k-turn, and negate that whole "no turret" issue.

Edited by nikk whyte

The combo works but yes double stresses you. Also you'll only get 135 degrees around not the full 180 as with the kturn. Still an interesting movement option.

The combo works but yes double stresses you. Also you'll only get 135 degrees around not the full 180 as with the kturn. Still an interesting movement option.

Why wouldn't you get 180°? Daredevil is a 1 turn and the aggressor has turns.

The combo works but yes double stresses you. Also you'll only get 135 degrees around not the full 180 as with the kturn. Still an interesting movement option.

Why wouldn't you get 180°? Daredevil is a 1 turn and the aggressor has turns.

Take away EI, no need for that much trouble. You can still get s solid Attack off with iggy C, or advance sensors/inertial dampers it with C and still flip a long way around with that s-loop.

Edited by nikk whyte

Here is a quick sampling of possibilities when using Advanced Sensors, Daredevil and Experimental Interface, resulting in a single stress movement:

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In other words, it's extremely janky, and absurdly fast. And that's awesome.

That's an aminsave amount of movement for a barge base. I might have to proxy this one

Keep in mind though that if you're EI DD, you're going to receive 2 stress, so next turn you'll be super predictable. Yes, you have your choice of 1 2 or 3 speed straight/bank, but your overall location isn't going to change much. Plus you'll go two turns without any tokens for offense / defense, so you're basically requiring yourself to have the FCS so you have something to modify at least your attacks.

You can do it for one stress, as mentioned above. I'm really more interested in the u-turn as a sideways k-turn, while firing 2 cannon shots and with free target locks to boost damage.

Yeah, plenty of ships can u-turn, but outside of soontir, nobody can keep up the damage output of the aggressor while doing so.

Here's an interesting one which I haven't seen mentioned;

IG-88A with Draw Their Fire.

Feedback Array could be reasonable too.

Edited by Introverdant
Here's an interesting one which I haven't seen mentioned;

IG-88A with Draw Their Fire.

Feedback Array could be reasonable too.

Unless you're up against a swarm (or in an epic game) you're likely not going to regen more than a shield or two. DtF and feedback array aren't going to be much better on the aggressor than any other ship. The array would help against arc Dodgers, but self-inflicting damage seems like a bad idea.

why would you do any of this when it has a K-turn and two S-loops

it's not like a shuttle

why would you do any of this when it has a K-turn and two S-loops

it's not like a shuttle

Because Boost, Daredevil, Maneuver is nothing like an S-loop. It'll get you in unexpected places.

I don't think I'd want to give up Autothrusters for EI.

I don't think I'd want to give up Autothrusters for EI.

That's the fun part of this game, you don't have to. Just don't get stuck that a ship just has one set of upgrades in order to "properly" play it and that everything else is wrong. :P.

Like saying that an Interceptor is only worth flying with PtL.

Even without auto thrusters though, it's a good ship. 3 evade is great when you've got lots of health to chew through first. Auto thrusters is applicable to the aggressor, but not a necessity to make them viable, as with interceptors.

I figured with the iggy C+D pair up that there is enough movement possibilities to keep an opponent off guard.

I have been messing with a list idea but still unsure on some things.

IG-88C

push the limit

Mangler cannon?

Sensor jammer?

Stealth device?

IG-2000

Inertial dampeners

IG-88D

Expert Handling

Mangler Cannon?

Advance Sensors

Experimental Interface

IG-2000

Inertial Dampeners

Now the upgrades with a question mark by them are things im not 100% on using or not because my mind is second guessing things on those areas... like im not sure if the mangler cannon is the better option on a cannon because i like it because it covers ranges 1-3. Other Ideas were to use the Heavy laser cannon but **** thats seven points on a cannon i can only shoot one time with per round..... i just feel the other cannons are more viable for theagressor unless you are running iggy-B.

Sensor jammer figured it wouldnt hurt to have a chance to stop some damage coming through. Stealth device only reason I would consider it is because the agility is already at three bumping it up to four yeah lets get crazy.

Edited by Grave13

Keep in mind though that if you're EI DD, you're going to receive 2 stress, so next turn you'll be super predictable. Yes, you have your choice of 1 2 or 3 speed straight/bank, but your overall location isn't going to change much. Plus you'll go two turns without any tokens for offense / defense, so you're basically requiring yourself to have the FCS so you have something to modify at least your attacks.

PSST... 9 green maneuvers + sensor slot beats most ships in the game (and potentially still able to mod dice). It has more green maneuvers than either the awing or the interceptor.

I haven't seen these tactics mentioned anywhere yet (admittedly, there are a lot of IG-2000 threads at the moment).

Blocking:
Pilot skill 6 isn't where we typically see blockers, but if several of the top squads are running high-skill pilots (Han, Dash, Whisper, Echo, Fel, Vader, Wedge, etc.) then IG-88 could use its large base to block off big chunks of space. Toss out a bomb, boost, maybe pick a barrel roll with Expert Handling, and you might be able to dictate your opponent's movement choices more easily than with other large ships (and maybe even some small ones).

Token passing:
More commonly seen with Rebel builds (Garven Dreis, Dutch, HWKyle), Kaa'to Leeachos can "borrow" focus or evade tokens from allies at Range 1-2. Palob Godalhi can steal a focus or evade from an enemy at Range 1-2, then Kaa'to can leech it; IG-88C can pick up a free evade after boosting, then Kaa'to can leech it. With skillful maneuvering, IGC could sit at HLC range, feeding tokens to Leecho while Pablo strips tokens off the target ship. It blows the tight formation flying of the Imperial swarm into a looser web.

I don't know if either of these are particularly viable (either casually or competitively)- and I'm pretty sure doing either one well would be pretty challenging- but figured I'd throw them out there.

I am of the opinion that this ship with 3 green dice plus Autothrusters hails the increased usability of Autoblasters. Setup somebody with high PS and an Autoblaster and I bet you can find some way to both dodge arc and hit with the cannon.

I am of the opinion that this ship with 3 green dice plus Autothrusters hails the increased usability of Autoblasters. Setup somebody with high PS and an Autoblaster and I bet you can find some way to both dodge arc and hit with the cannon.

That said, Kavil with an Unhinged Astromech and an Autoblaster Turret is looking like a pretty sweet Autothrusters counter. He's got the Pilot Skill to swing around IG-88, the Royal Guards, and Gemmer, which will make things interesting. I'm still undecided if ABT Kavil wants an Engine Upgrade all the time, but he could definitely put it to good use!

Edited by Tsiegtiez

I'm looking forward to trying Dutch w/ R7T1 + Autoblaster Turret + Title. I can see the autoblaster turret being one of the best uses of the title (without the R4 Argomech salvage droid at least). My logic being that you're unlikely to have a modifier for both attacks, and the autoblaster can just put damage through, even if you just roll 1 hit. But being that it's R1 only, some sort of movement would be nice, thus R7T1. The question becomes would the AB be better without the title though, and flying it like a turretless Y wing, but then getting a nice little R1 turret (like hot shot blaster) if you can't line up the shot.

An aggressor already has more options for turning around than any other ship. Double stressing so you can turn around using Daredevil just doesn't seem worth it to me.

On a ship like the Aggressor, with all its green, a single stress isn't going to hurt you much, but a double stress will.