Yesterday I took my two Agressors out for a ride and I have to say: I'm impressed.
Here's what I've been flying:
How did it fly?
I have to say I'm amazed how FFG managed to create a ship that feels so completely different than everything that I have flown so far. I've been flying against a list of 4 M3As equipped with different canons (I think 2 Mangler Cannons, 1 Flechette and 1 Ion) and a Lone Wolf N'Dru Suhlak. Most of the time I've had to fly far to turn around to get good shots. Typically my turns would look something like this: Starting close to the M3As, doing a boost (if not blocked), then doing an S-Loop (or S-Turn) to get a good shot, next turn doing some green to clear the stress, then doing the S-Loop again and so on. Ideally I would get at range 3 as my canons shoot the same in this distance and my autothrusters kick in on defense.
The Agrossor is definitely not a close combat jouster. You want to cover some distance most of the time. Even if you engage the opponent as slowly as you can, you will move a distance of 3 small ship bases. And boost ist definitely not good in close combat fights. So move! Get away from the opponent and turn around! That's how you have to fight.
What else have I learned?
1. Push the limit is an auto-include? Think again! As much S-Loops as I did, I hardly ever had the chance to use Ptl. You definitely want to end your turn without stress, because you need to be ready to do a red maneuver next round. And if you want to do a S-Loop every second turn, there's not much time to push the limit! I will rebuild the squad with other EPT. Probably I will try to free two points to get a second HLC.
2. Advanced Sensors were great (as always)!
3. Autothrusters were incredible! They saved me a lot of damage! I managed to get at range 3 of my opponent several times and was focus fired by all of the 4 M3As at least twice. I hardly got a scratch. Untill the very last round my 2 robots only each lost 2 shields in total.
4. Mangler Cannon is meh... The best thing about it is that it denies your opponent that additional green die at range 3. But for the Agressor, that's about it.
5. I like the C and D combination a lot. As I described, you want to get far and turn around on your opponent. That's not always as easy as it sounds as obstacles and other ships will block your boost and S-Loop options. Sometimes I had to do suboptimal moves just to get out of the firing arcs of the M3As and ended without a shot. But often I had several good moves that I could pick of. Other combinations of 2 bots might fly differently, but for the moment I will stick with these two.
6. Stay away from the asteroids. That sounds easy, but beware! It doesn't take a lot to be too close to an asteroid to screw up your next move. Think ahead! When you choose your maneuver, already think about your possibilities for the next turn. You should do that with other ships too of course, but I found, that it's even more important with the Agressor.
7. This squad is good at surviving, but has a mediocre damage output. It took me a while to get those 5 ships down. So If you're looking for a quick win, get something else.
That's all for now. Thanks for reading!