ig2000 - which 2?

By treybert, in X-Wing Squad Lists

So which 2 ig2000's is everyone thinking about?

I really like B, because my favorite shuttles to fly are FCS + gunner, and this is like a built in gunner. This combo hits like a truck and gets through that **** pesky 3po. I can only imagine using something like a mangler cannon or hlc for the second attack.

Then the question is, what to pair him with?

I don't find A too terribly useful as how many shields could you possibly gain a match? 4? 2? Against a swarm sure, but that's what bombs are for.

C is probably the best contender. A free evade on a 3 agility ship is extremely tough to kill, especially when paired with PTL to get a focus. The only problem is boost on a large base ship moves really really far. It would be near impossible to stay on the same target and use it. But on the other hand, maybe they should be dancing around the map going from target to target.

D is promising, but probably pairs better with adv sensors, which will be occupied by FCS.

yeah what you say.

A is not bad, but seems best suited for a list with high PS designed around letting the IG-2000 get the killing blow.

B as you say has great offensive punch.

C is best for a fast moving, possibly jousty playstyle (although with a possible turn of no shots in between?)

D is opposite of C, in that it encourages close-in jousts.

So I guess pair B & C or B & D depending on your preferred playstyle?

I feel like flying C and D would make you super unpredictable too though, could make fir a lot of fun!

mr cannon and mr evade

The Aggressor's plenty hilariously maneuverable as is, and I don't think the shield nommer is going to give consistent returns considering you could get as little as one paltry shield over the course of a good game (opposing 2 ship lists)

Then again, I'm a sucker for Sensors (and I do think they're basically required to play this action-dependent, fat-ass ship and not completely bone yourself going through obstructions--not to mention the synergy with their amazing green dial and PTL or just boost's crazy interactions with Segnor's)

and those two pilots I feel have the most benefit with them because they provide an almost constant turn-by-turn benefit (especially mr evade, who is practically guaranteed his boosties)

Edited by ficklegreendice

Apologies for the newbie question, as I am still learning the game: can you combo Advanced Sensors with Push The Limit for multiple actions before moving?

Example: Could I barrel roll, Push for a boost (and a free evade with C), take my stress, then reveal my maneuver dial? If so, I assume that revealing a Segnor's Loop at this point would be an invalid move and my opponent would then set the dial for me, correct?

Apologies for the newbie question, as I am still learning the game: can you combo Advanced Sensors with Push The Limit for multiple actions before moving?

Example: Could I barrel roll, Push for a boost (and a free evade with C), take my stress, then reveal my maneuver dial? If so, I assume that revealing a Segnor's Loop at this point would be an invalid move and my opponent would then set the dial for me, correct?

Yes, if the ship you were flying had both Boost and Barrel Roll actions. But the Aggressor does not have a native Barrel Roll action. He could gain the Barrel Roll action through "Expert Handling" but that's an EPT upgrade which would take the place of PTL.

Edited by Deltmi

Apologies for the newbie question, as I am still learning the game: can you combo Advanced Sensors with Push The Limit for multiple actions before moving?

Example: Could I barrel roll, Push for a boost (and a free evade with C), take my stress, then reveal my maneuver dial? If so, I assume that revealing a Segnor's Loop at this point would be an invalid move and my opponent would then set the dial for me, correct?

Yes, if the ship you were flying had both Boost and Barrel Roll actions. But the Aggressor does not have a native Barrel Roll action. He could gain the Barrel Roll action through "Expert Handling" but that's an EPT upgrade which would take the place of PTL.

D'oh. I need to learn to read better. Thanks for answering my question, though. Much obliged.

I think ill try this next week

IG-88B (36)
Push the Limit (3)
Fire-Control System (2)
"Mangler" Cannon (4)
Seismic Charges (2)
Inertial Dampeners (1)
Autothrusters (2)
IG-2000 (0)

IG-88C (36)
Push the Limit (3)
Fire-Control System (2)
"Mangler" Cannon (4)
Seismic Charges (2)
Inertial Dampeners (1)
Autothrusters (2)
IG-2000 (0)

Total: 100

View in Yet Another Squad Builder

Edited by treybert

I like any combination of B,C or D.

I call this one "Heart Attack" because it's meant to kill Fat Han and his Z's.

IG88-A/B (36)
+ Ion Cannon (3)
+ Push the Limit (3)
+ Autothrusters (2)
+ Fire-Control System (2)
+ Flechette Cannon (2)
+ Seismic Charge (2)
+ IG-2000 (0)
Blast through the Z's with the help of the Charges if need be, while the Autothrusters protect you from Han and regenerate up to 3 shields. Against Han himself, here's the play:
First round of firing, make sure an Ion hits and get a Flechette in there as well if you can. Han can clear stress during movement, who cares it's not important as long as he ends up wearing an Ion token.
Second round of shooting, land Flechette and another Ion. Now Han will be forced into a 1 straight white that won't clear his stress.
Third round until Han is walked off whichever edge he was flying toward: double Ion.

D can do the hard 3 loop. However C's ability, coupled with Advanced Sensors, is capable of doing a 4 hard turn loop with a free evade. Boost, Free Evade, Soft 3 loop. You don't lose maneuverability by taking C instead of D

I call this one "Heart Attack" because it's meant to kill Fat Han and his Z's.

IG88-A/B (36)
+ Ion Cannon (3)
+ Push the Limit (3)
+ Autothrusters (2)
+ Fire-Control System (2)
+ Flechette Cannon (2)
+ Seismic Charge (2)
+ IG-2000 (0)
Blast through the Z's with the help of the Charges if need be, while the Autothrusters protect you from Han and regenerate up to 3 shields. Against Han himself, here's the play:
First round of firing, make sure an Ion hits and get a Flechette in there as well if you can. Han can clear stress during movement, who cares it's not important as long as he ends up wearing an Ion token.
Second round of shooting, land Flechette and another Ion. Now Han will be forced into a 1 straight white that won't clear his stress.
Third round until Han is walked off whichever edge he was flying toward: double Ion.

It will be very difficult to keep both IG's pointed at Han for three consecutive rounds, unless Han is flying poorly.

I think your best bet would be to get as close as possible to him, double ionize him right away, k-turn/segnor behind him, and then try to go through the process you describe.

Han doesn't care the least about Flechettes. Remember, they only give Stress to a ship with starting hull value of 4 or less, upgrades included. YT native hull is 8. So... no stress.

Han doesn't care the least about Flechettes. Remember, they only give Stress to a ship with starting hull value of 4 or less, upgrades included. YT native hull is 8. So... no stress.

Torpedoes do, Cannons don't.