Double Aggressor List

By FatherTurin, in X-Wing Squad Lists

I have been thinking about running this double aggressor list, do you think it shows promise?

IG-88 B - WIngman, Advanced Sensors, HLC, Autothrusters, IG-2000 (50 pts)

IG-88 C - Wingman, Advanced Sensors, HLC, Autothrusters, IG-2000 (50 pts)

The idea is to keep them close and just focus fire on enemy ships one by one, essentially being able to boost, evade, pull any maneuver (including k-turn or s-loop), clear stress and repeat.

Does the core idea seem sound? I'm thinking of dropping the HLCs to manglers so they can get their quasi-gunner at any range, that would also free up points to add hot shot blasters to deal with arc dodgers that could slip around even constant s-looping aggressors. Is keeping two big ships within R1 possible or even remotely close to easy?

Its not at all easy to keep 2 large base ships at range 1 - especially once you start s-looping and/or boosting. I've had much better success splitting up or starting in opposite corners (depending on opponent deployment). I wouldn't worry about shredding stress - the dial is pretty good with all the straights & banks green.

You definitely want manglers. Not being able to use B's ability at range 1 will screw you out of lost potential damage at least once per game (my prediction anyway).

Mangler + IG88B's ability is solid, but have you considered adding ion cannon? With 2 ion cannons you can really mess up even large base enemies, phantoms, whatever (and it makes your adv. sensor s-loop even easier to pull off). My fave double aggressor list atm is:

IG88B - PtL + FCS + mangler + ion + autothrusters + IG2000

IG88 A or C - PtL + FCS + mangler + ion + autothrusters + IG2000

I find A better vs. swarms and C better vs more elite lists, but I think maybe C is slightly more useful more often overall...

I can't bear not seeing D in a list. It pains me greatly.

Edited by UnfairBanana

I like the idea of Wingman, and I think it can really come in handy, especially if you're facing, say, a Rebel Captive. But overall, I think there are better EPTs to spend your points on. I tried Push the Limit with Advanced Sensors on Saturday at a Store Championship and it was better than I had suspected it would be. I also really like Outmaneuver. Predator is also a good choice.

Again, Wingman, isn't bad, it's just a little more situational than some of the other options (except Outmaneuver - that's pretty situational too). The biggest hurdle is that the time you're most likely to take stress is when you are both S-looping or K-turning and aren't likely to be within range 1. As blade_mercurial said, it's not that easy to keep two large ships together. The biggest hurdle is overlapping other ships. Of course, that's not as detrimental since you have Advanced Sensors, but it could still split up your Aggressors.

But I think you should give it a try. Work with it and tell us how it goes.

I'm thinking

IG-88 B +VI+AdvS+AT+ID+ either HLC or Ion Cannon+Mangler Cannon=50

IG-88 D +VI+AdvS+AT+ID+ either HLC or Ion Cannon+Mangler Cannon=50

Been flyin C and D alot since the release and PLT imo, is a must have. Like BladeM said its tough to keep the 2 of them together after the first 2 moves and the action economy is sick. Along with 9 or what ever green moves on the dial...well...there you are. I kinda like the Wingman idea in a twisted sort of way, it has possibilities. am I right in thinking you can use it on yourself? So you don't need to be near the other Iggy to use it.

Any hoot. heres' a fun one:

Iggy C w/AT,adv S,mangler,title,seimic charge,PLT

Iggy D ditto

Slainte' Lads!

Been flyin C and D alot since the release and PLT imo, is a must have. Like BladeM said its tough to keep the 2 of them together after the first 2 moves and the action economy is sick. Along with 9 or what ever green moves on the dial...well...there you are. I kinda like the Wingman idea in a twisted sort of way, it has possibilities. am I right in thinking you can use it on yourself? So you don't need to be near the other Iggy to use it.

Any hoot. heres' a fun one:

Iggy C w/AT,adv S,mangler,title,seimic charge,PLT

Iggy D ditto

Slainte' Lads!

Wingman can NOT be used on yourself. Specifically mentions ANOTHER friendly ship. That C & D list is alright ;)

My current build is B+D, with AdvS + Mangler + Predator + Some stuff I've been moving around.
Tonight I tried out Autothrusters and Inertial Dampeners. It worked pretty well, really. Rolling 5 green dice is great, and the IDs did a great job setting me up for the last kill in our match. DIdn't really have a good place to go, as the shuttle I was facing parked right in front of me and both of my IGs woulda bumped. Instead, we just kinda hung around, use AdvS to still get our focus, and it paid off.

I've considered a HLC + Autoblaster build, but can't justify the 12 points of cannons. Leaves me 2 points for each IG, and I really want AdvS on these guys. S-loops are crazy awesome, and D makes them even more fantastic. The downside, of course, being the stress. Not a problem with Sensors. At the same time, I've wanted to use FCS because of B's ability, but my mancannons+predator have been putting out reliable damage.

How are you rolling 5 green dice with an IG? None of the upgrades you listed there give you extra green dice.

Tonight I tried out Autothrusters and Inertial Dampeners. It worked pretty well, really. Rolling 5 green dice is great,

Five green dice? That seems off. Autothrusters lets you turn a blank to an evade, it doesn't add a die.

I've considered a HLC + Autoblaster build, but can't justify the 12 points of cannons. Leaves me 2 points for each IG, and I really want AdvS on these guys. S-loops are crazy awesome, and D makes them even more fantastic. The downside, of course, being the stress. Not a problem with Sensors. At the same time, I've wanted to use FCS because of B's ability, but my mancannons+predator have been putting out reliable damage.

What about Ion Cannon and Autoblasters? Ionize for the setup, then move in close for the autoblaster attack. Just a thought.

I tried FCS. It wasn't as mind-numbingly awesome as PTL + Advanced Sensors, but it was nice. I want to try it some more.

Been flyin C and D alot since the release and PLT imo, is a must have. Like BladeM said its tough to keep the 2 of them together after the first 2 moves and the action economy is sick. Along with 9 or what ever green moves on the dial...well...there you are. I kinda like the Wingman idea in a twisted sort of way, it has possibilities. am I right in thinking you can use it on yourself? So you don't need to be near the other Iggy to use it.

Any hoot. heres' a fun one:

Iggy C w/AT,adv S,mangler,title,seimic charge,PLT

Iggy D ditto

Slainte' Lads!

This is the EXACT build I ran, except I used B and C. I'll have to try out the C&D combo, the extra options with D sound very useful. I just love that Gunner effect!

What about Ion Cannon and Autoblasters? Ionize for the setup, then move in close for the autoblaster attack. Just a thought.

That could work, actually. I wouldn't use 88B with that setup, though, since you'd only get his effect on one gun, but with C & D that could be interesting.

Tonight I tried out Autothrusters and Inertial Dampeners. It worked pretty well, really. Rolling 5 green dice is great,

Five green dice? That seems off. Autothrusters lets you turn a blank to an evade, it doesn't add a die.

I've considered a HLC + Autoblaster build, but can't justify the 12 points of cannons. Leaves me 2 points for each IG, and I really want AdvS on these guys. S-loops are crazy awesome, and D makes them even more fantastic. The downside, of course, being the stress. Not a problem with Sensors. At the same time, I've wanted to use FCS because of B's ability, but my mancannons+predator have been putting out reliable damage.

What about Ion Cannon and Autoblasters? Ionize for the setup, then move in close for the autoblaster attack. Just a thought.

I tried FCS. It wasn't as mind-numbingly awesome as PTL + Advanced Sensors, but it was nice. I want to try it some more.

Err, balls. I must've looked at Autothrusters wrong. Whoops!

I dunno where I thought I saw the extra dice coming from. MIstakes were made.

I'm not completely sold on C. I love his ability, but B and D just seem more useful. Built-in gunner is fantastic for damage output, while the added maneuverability is a godsend.

If only Autoblaster wasn't so many darn points...

I ran B/D at my Store Championship on Saturday. I used D's loop 2, maybe thred times. Twice it just got me in trouble. But I boosted all over the place. In hindsight, I would have much preferred that extra evade token. I think I'm dropping D for now.

Edited by Budgernaut

I haven't tried D, but I will soon. It seems like the perfect ship for confusing your opponent. No one will ever know where you'll end up nor which way you will be facing.

I don't think wingman is needed at all. Keeping 2 aggressors at range 1 of each other seems impossible. And, their dials are green enough to shed stress every round.

At first, from reading the boards, I thought aggressors flew like shuttles but with a better dial. That couldn't be more wrong. Where shuttles are designed to move as slow as possible, aggressors can't help but moving seemingly way too far. Shuttles could then move slow to ensure maximum time on target. Aggressors, not so much. A 1 straight on a large ship is equivalent to a 2 straight. A 3 straight + boost is equal to a 5 straight + boost. Aggressors also end up costing almost twice as much as a shuttle does for less HP.

I've been running BC w/ FCS/PTL/AT and it's a blast. The tactics change to a more hit and run game. 3 bank + boost lets you skip around the board with ease. That way, when you run away, you try to get to range 3. Then your opponent is shooting you at 4 green + AT + evade + focus (if PTL'd). The biggest downside..... the game takes forever, though I have been playing against quite a few 3-agi ships.

I'm actually debating the usefulness of FCS in a hit and run tactic. I rarely attack the same target in consecutive rounds b/c the aggressor just moves so far each round. I realize FCS + gunner hits hard, but that seems to be a shuttle/bwing tactic when you can afford to go slow. Also I find that if given the option, my opponent will opt to take 1 damage instead of risking the second TL+focus second attack. That seems to happen more often then not.

I wonder if doing adv sens boost + s-turn would be more worth while. I find that combo to be superior to D as the distance it travels is tremendous and the free evade. Also, on the rounds you aren't planning on s-turning, you can adv sens PTL and still shed your stress same round. I just wish it had a built in barrel roll, but I'm not willing to toss PTL.

I have been playing around with a B/C build:

IG-88B (36)
Predator (3)
Advanced Sensors (3)
"Mangler" Cannon (4)
Inertial Dampeners (1)
Autothrusters (2)
IG-2000 (0)

IG-88C (36)
Predator (3)
Advanced Sensors (3)
"Mangler" Cannon (4)
Inertial Dampeners (1)
Autothrusters (2)
IG-2000 (0)

Total: 98

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I have found that the S-loop is extremely important for keeping ships in arc, much like a k-turn when jousting. You can also manage to get out of arc pretty well. The bonus evade with C is SO good. Combined with autothruster, and 3 green dice you can shake off hits, even HLC hits, reliably.

Because I was S-looping almost every other round, PtL would be devastating. I really feel like, despite the 9 green moves, PtL is too limiting. Predator means you can modify every attack, still boost+evade every turn and S-loop at will.

These guys are mobile, evasive, range-3 beasts. They want to stay as far from their targets as possible, while still targeting them. The biggest weaknesses are concentrated, close-range fire and high-PS arc-dodgers. Target the most agile/evasive ships first by spreading out firing arcs to cover area. This is best done early while you have two large arcs to cover area. Liberal use of boosting/S-looping should keep you out of as many firing arcs as possible.