Dual Aggressors, Mk whatever

By Gibarian, in X-Wing

Played my first two games with dual Aggressors yesterday, it was a BLAST. So happy FFG released a big ship without turret :P.

I ran B+C w/
Mangler

Predator

AdvS

ID

AT

Title

So much fun with AdvS+Boost :).

I like the idea of HLC, giving you a pretty high pump in offence.

What about this list?

B+?

HLC
Predator
AdvS
Inertial Dampeners
What do you think? Not good enough defense?

I've tried around 4 different variations of Double IG squads and so far I've had 1 work for me. It was one of the squads my buddy and I tossed in for Regionals practice. I took what little I had learned from running Double IG the other times and applied it to this squad. I've tried mangler cannon, Advanced sensors, inertial dampeners, bombs, etc but this is the squad I like best.

The squad was taken from the battle reports section, I believe it got to 3rd or 4th place in a SC.

IG-88 B & C with: PtL, HLC, AT, FCS, IG-2000 Title

Ive been playing with all the new rules as well. Choose 3 small asteroids. Set up the biggest obstacles from the pool of obstacles in your opponent's corners and one in your corner. Setup both ships near the sides of the battlefield. Slow play, allowing you to engage at Range 3 on the first combat. by the first combat your opponent's squad will very likely all be pointing at only one IG. This is where Range 3, Autothrusters and your focus+evade come in. The IG that isn't in front of their squad should be behind them now, with target lock and focus. Continue to engage at Range 3 for your dice advantage and disengage when you need to. The reason I setup rocks in my opponent's corners is I usually round the corner with the IG that's being chased, hiding behind it and turtling for a round. While my opponent spends the game chasing one ship I attack with the other constantly. Reingage with the chased ship when I can stay out at Range 3, which is usually around the time they start targeting my other IG.

So far it has worked out well enough to become one of my new favorite squads.

I've tried around 4 different variations of Double IG squads and so far I've had 1 work for me. It was one of the squads my buddy and I tossed in for Regionals practice. I took what little I had learned from running Double IG the other times and applied it to this squad. I've tried mangler cannon, Advanced sensors, inertial dampeners, bombs, etc but this is the squad I like best.

The squad was taken from the battle reports section, I believe it got to 3rd or 4th place in a SC.

IG-88 B & C with: PtL, HLC, AT, FCS, IG-2000 Title

Ive been playing with all the new rules as well. Choose 3 small asteroids. Set up the biggest obstacles from the pool of obstacles in your opponent's corners and one in your corner. Setup both ships near the sides of the battlefield. Slow play, allowing you to engage at Range 3 on the first combat. by the first combat your opponent's squad will very likely all be pointing at only one IG. This is where Range 3, Autothrusters and your focus+evade come in. The IG that isn't in front of their squad should be behind them now, with target lock and focus. Continue to engage at Range 3 for your dice advantage and disengage when you need to. The reason I setup rocks in my opponent's corners is I usually round the corner with the IG that's being chased, hiding behind it and turtling for a round. While my opponent spends the game chasing one ship I attack with the other constantly. Reingage with the chased ship when I can stay out at Range 3, which is usually around the time they start targeting my other IG.

So far it has worked out well enough to become one of my new favorite squads.

I only played with Predator so far. Doesn't PTL limit you too much? Don't you want to k-turn a lot?

The meta in my region was heavy turrets pre-Scum release. Duel IGs put my faith back in a non-turret list. The first time I really flew the IGs was at a store championship and I was able to place second. I learned a few valuable lessons and tweaked my list accordingly. My current list includes:

B

-VI

-FCS

-HLC

-Ion Cannon

-Autothrusters

-IG2000

C

-Predator

-Advanced Sensors

-Mangler

-Autothrusters

-IG2000

In the store tournament I ran a duel symmetrical build at ps 6. I was wrecked by Super Dash, hence VI on B. I also had a difficult time witling down shields with Mangler, so my idea with this new build was to hit first with a HLC on B and then follow up with Mangler on C and hopefully land some crits after their shields are gone. With this most current list I was able to play a Chirpy/pre-nerf Whisper and a warthog/stress bot list. I walked a way with a win on both matches, but I had a more difficult time with the warthog/stress bot list than I did with Whisper.

With that said, I would not consider putting PTL on any IG build. When the aggressor becomes stressed you are likely forced to either clear the stress/become more vulnerable to attacks or remain stressed and try to keep the enemy in arc. I would recommend having at least one ship with VI to deal with crazy arc dodgers like Super Dash, Echo, and Whisper.

All in all this is a super fun build to fly. As evidence in this thread, there are so many different upgrades and ways to play this build.

That EPT should only be filled with Predator, IMO. PtL isn't effective with the supposed build because IG's hate stress. They're arc dodgers, but being large based ships, they need their nifty tricks to stay alive. Dat S-loop. Stress = bad. WIth predator you get to modify the original attack as well as the B-cannon shot.

That also points at Adv Sensors instead of FCS, because you can't TL a pred-roll. Adv helps mitigate the stress problem further.

Iggy's are just so darn cool

I've tried around 4 different variations of Double IG squads and so far I've had 1 work for me. It was one of the squads my buddy and I tossed in for Regionals practice. I took what little I had learned from running Double IG the other times and applied it to this squad. I've tried mangler cannon, Advanced sensors, inertial dampeners, bombs, etc but this is the squad I like best.

The squad was taken from the battle reports section, I believe it got to 3rd or 4th place in a SC.

IG-88 B & C with: PtL, HLC, AT, FCS, IG-2000 Title

Ive been playing with all the new rules as well. Choose 3 small asteroids. Set up the biggest obstacles from the pool of obstacles in your opponent's corners and one in your corner. Setup both ships near the sides of the battlefield. Slow play, allowing you to engage at Range 3 on the first combat. by the first combat your opponent's squad will very likely all be pointing at only one IG. This is where Range 3, Autothrusters and your focus+evade come in. The IG that isn't in front of their squad should be behind them now, with target lock and focus. Continue to engage at Range 3 for your dice advantage and disengage when you need to. The reason I setup rocks in my opponent's corners is I usually round the corner with the IG that's being chased, hiding behind it and turtling for a round. While my opponent spends the game chasing one ship I attack with the other constantly. Reingage with the chased ship when I can stay out at Range 3, which is usually around the time they start targeting my other IG.

So far it has worked out well enough to become one of my new favorite squads.

I only played with Predator so far. Doesn't PTL limit you too much? Don't you want to k-turn a lot?

Well I seem to use PtL more sparingly than one would think. It's more of a situational EPT but one that has kept my IG's alive longer than they would have initially. Like I described, when I fly I keep my ships separate at first to force the opponent to turn all his ships after one IG. I use that to my advantage. The IG that is flanking doesn't have to PtL but can do so without worrying of the other ships shooting at it. The IG that tends to get focused first I keep at Range 3 on the first combat round for the dice advantage and for the boost in defense from AT and I PtL just to make sure I don't get destroyed right away. For me though, PtL is used situationally. Once I have target locks on some ships I really don't need to PtL at all unless my IG is going to suffer from a lot of attacks and that's when I really am happy I chose PtL. I can spend the rest of the game using my K-Turns and S-Loops when I need to do so.

That EPT should only be filled with Predator, IMO. PtL isn't effective with the supposed build because IG's hate stress. They're arc dodgers, but being large based ships, they need their nifty tricks to stay alive. Dat S-loop. Stress = bad. WIth predator you get to modify the original attack as well as the B-cannon shot.

That also points at Adv Sensors instead of FCS, because you can't TL a pred-roll. Adv helps mitigate the stress problem further.

Iggy's are just so darn cool

IG's don't mix too favorably with stress, I agree, though their nifty tricks stress you out. With their 9 green maneuvers, however, I don't tend to stay close to my opponent's ships or in their firing arcs for long. Turtling up at Range 3 with AT has saved me from getting destroyed by attacks from 6 ships in 1 round. My way of playing is not really to arc-dodge 100% of the time. I wait for my opponent to commit to one ship and then let him chase it around the map while I get to attack his ships from behind/the side with my other IG. Then I turn back into the fight with the one that was being chased (see 1-speed turn maneuver+boost) and I blow things up. I guess you could call it baiting them.

I've tried around 4 different variations of Double IG squads and so far I've had 1 work for me. It was one of the squads my buddy and I tossed in for Regionals practice. I took what little I had learned from running Double IG the other times and applied it to this squad. I've tried mangler cannon, Advanced sensors, inertial dampeners, bombs, etc but this is the squad I like best.

The squad was taken from the battle reports section, I believe it got to 3rd or 4th place in a SC.

IG-88 B & C with: PtL, HLC, AT, FCS, IG-2000 Title

Ive been playing with all the new rules as well. Choose 3 small asteroids. Set up the biggest obstacles from the pool of obstacles in your opponent's corners and one in your corner. Setup both ships near the sides of the battlefield. Slow play, allowing you to engage at Range 3 on the first combat. by the first combat your opponent's squad will very likely all be pointing at only one IG. This is where Range 3, Autothrusters and your focus+evade come in. The IG that isn't in front of their squad should be behind them now, with target lock and focus. Continue to engage at Range 3 for your dice advantage and disengage when you need to. The reason I setup rocks in my opponent's corners is I usually round the corner with the IG that's being chased, hiding behind it and turtling for a round. While my opponent spends the game chasing one ship I attack with the other constantly. Reingage with the chased ship when I can stay out at Range 3, which is usually around the time they start targeting my other IG.

So far it has worked out well enough to become one of my new favorite squads.

I only played with Predator so far. Doesn't PTL limit you too much? Don't you want to k-turn a lot?

Well I seem to use PtL more sparingly than one would think. It's more of a situational EPT but one that has kept my IG's alive longer than they would have initially. Like I described, when I fly I keep my ships separate at first to force the opponent to turn all his ships after one IG. I use that to my advantage. The IG that is flanking doesn't have to PtL but can do so without worrying of the other ships shooting at it. The IG that tends to get focused first I keep at Range 3 on the first combat round for the dice advantage and for the boost in defense from AT and I PtL just to make sure I don't get destroyed right away. For me though, PtL is used situationally. Once I have target locks on some ships I really don't need to PtL at all unless my IG is going to suffer from a lot of attacks and that's when I really am happy I chose PtL. I can spend the rest of the game using my K-Turns and S-Loops when I need to do so.

That EPT should only be filled with Predator, IMO. PtL isn't effective with the supposed build because IG's hate stress. They're arc dodgers, but being large based ships, they need their nifty tricks to stay alive. Dat S-loop. Stress = bad. WIth predator you get to modify the original attack as well as the B-cannon shot.

That also points at Adv Sensors instead of FCS, because you can't TL a pred-roll. Adv helps mitigate the stress problem further.

Iggy's are just so darn cool

IG's don't mix too favorably with stress, I agree, though their nifty tricks stress you out. With their 9 green maneuvers, however, I don't tend to stay close to my opponent's ships or in their firing arcs for long. Turtling up at Range 3 with AT has saved me from getting destroyed by attacks from 6 ships in 1 round. My way of playing is not really to arc-dodge 100% of the time. I wait for my opponent to commit to one ship and then let him chase it around the map while I get to attack his ships from behind/the side with my other IG. Then I turn back into the fight with the one that was being chased (see 1-speed turn maneuver+boost) and I blow things up. I guess you could call it baiting them.

Agreed. Getting close causes it's own set of problems, and that's bit me in the bum a few times. Definitely not an arc dodger like any other. Range 3 + AT works miracles, unless you're me (threatening my green dice with a microwavey-doom lately)

Against few ships, a jousty-pincer movement works fantastically well. Against 4+, it's a whole different story. I really need to fly against a BBBBZ list...

I have been running this list (100 points)

IG -88B

Autothrusters

IG-2000

Wingman

Sensor Jammer

Mangler Cannon

Glitterstim

IG -88D

Autothrusters

IG-2000

Wingman

Sensor Jammer

Mangler Cannon

Glitterstim

This is a tricky list to fly but with a little practice you will find yourself "Crabwalking" around your opponent doing multple hard 90 s turns in a row. 6 wins in a row so far and counting. Its very hard to box these ships in with the variable s turn. Sensor Jammer and auto thrusters make them VERY VERY hard to hit. Mangler works well for the re rolls at range 1. If they get into trouble pop the glitterstim. Keeping them at range one of each other is easier then you might think. Bring 3 small debris for your obstacles. One duel I did 5 hard s turns in a row spinning around Soonter like a pinnwheel. Flown well this list can dominate turrets and anti arc aces. I actually had an opponent rage quit one duel. lol