While at the laundromat today, I will be tackling this issue. I'll be back later today with a full in-depth report of my thinking.
Until then, please leave your comments below. If any of them approach the problem from an angle I did not foresee, I'll include your points in the mondo-post!
***Finalized Post ***
For the record, this is attempt no. 3 to write this thing out. Both previous times, I misclicked while transferring back to this while managing my typing-music, and had to start back from the top. I must really like you guys, or something.
Still, this will be around 1/2-1/3 the size of the previous drafts, which should tell you something when you finally get to the bottom.
The biggest problem with comparing these two is that they fly completely differently.
The Aggressor is bloody fast, and is better at the Disengage/Re-engage dance than any ship I've broken down this in-depth.
This is Sablegryphon's excellent demonstration at how a Shuttle can be extremely mobile with just the addition of boost. Read it, and remember that the Aggressor has a substantially superior dial.
The Segnor's Loop is a great way to dart around a Furball or similarly slow-moving opponent while keeping the damage up.
The Aggressor is practically indefatigable. The only ships better at shedding stress are A-Wings, Interceptors, and ships that have equipped an R2 or Unhinged Astromech.
The Aggressor has a 1↱, meaning that it corners as well as a Large ship possibly can.
The Firespray is at its best while being pursued, and is extremely good at extended engagements.
If you and your opponent are moving in vaguely similar directions, your forward momentum cancels each other out. Aiming the Auxillary Arc, in such a situation, becomes simplicity itself, as you only have to compensate a shift along the horizontal vector to keep the offense going.
The Bomb slot, the Andrasta Title, Emon Azzameen, and Kath Scumlet all point to this as being the most dangerous role for the Firespray-31 as well.
The Auxillary Arc also allows you to perform a white maneuver to have an identical attack as the Segnor's Loop.
Following that, you move away from the opponent, who may re-enter your firing arc turn after turn in this way, as opposed to the Aggressor who must break away and re-engage. However, the Segnor's Loop is still superior when fighting close to the edge of the battlefield.
The Auxillary Arc can also act as a pseudo-Turret, if you can dissuade your opponents from attacking your sides with Obstacles or Rest-of-the-Fleet.
The two ships have most of their upgrade bars in common.
The Aggressor can take Systems and Autothrusters
The Firespray can take Crew, Missiles, Title into Torpedoes or More Bombs, and Engine Upgrades.
The amazing quality of the IG-2000 title does not enter the equation if you're only fielding one Aggressor, after all.
I cannot overstress how good Advanced Sensors are on any of the Aggressors, but particularly C and D, and Fire-Control System is super deadly on B and D as well.
The Firespray is the only ship that can take Greedo, Outlaw Tech, and R4 Security Droid.
Tactician, Mercenary Co-Pilot, Recon Specialist, and Gunner are also very good on it.
Yes, Tactician works out of the Aux Arc.
The Mandalorian Merc's best attribute in this particular fight is that he costs 1 point less than the plural IG-88, at the expense of having PS 5.
Of all of the pilots for these two craft, Emon Azzameen is the only one without an Elite Talent.
This is probably to keep Veteran's Instinct from being auto-include on him, as that combo would be broken.
You see, Emon Azzameen doesn't actually cost 36. He's worse than a Mandalorian Merc with VI if you don't use Bombs. However, he provides substantially more of a threat with what was already an amazing upgrade slot, and the Andrasta title allows him to do so thrice in a game.
IG-88A stacks Regeneration on top of what is already the most survivable ship in the game (according to MajorJuggler's Jousting Value Table). With the Aggressor's speed, your ability to get the heck out of dodge when your shields are lower than you like is unparalleled, and then you can whip around, pick someone off, and heal back up. Kill this in the early game, or not at all.
Like Azzameen, IG-88B doesn't actually cost 36. He requires a Cannon. We've all seen how effective Gunnerish effects are in this game, and the ability to turn it into an actual Buzzsaw makes him more terrifying. However, like the Phantom, 4 dice is likely to get at least one damage through, so this ability isn't as effective solo as one might think. It does, however, open up your actions for Mobility and Defense, which he is certainly able to do.
IG-88C is the king of action economy. With PTL, you get 3 actions per turn!
IG-88D is a better fit for FCS, but is also a great pick with Advanced Sensors. This is the most likely 88 to keep a bead on the same target turn after turn, but could also Boost before performing Segnor's Loop with the 3↱ template, which will always surprise your opponent.
Kath Scarlet's ability is a straight upgrade to the Heavy Laser Cannon. 4 die attack out of the end you prefer to fight with, 5 at range one, and you get to keep any Crits that you roll. Giving the enemy a Bonus Die at Range 3 is sad, as you'll spend a lot of combat there, but its the only way to seem sporting.
Boba Fett's ability is really good, as it screws with the dictation of how your opponent plays.
See, with a Large Ship, you're usually outnumbered in an engagement.
Range 1 provides more benefits to a fleet the more ships you have. Therefore, Large Ships usually prefer NOT to fight at Range 1.
Fett's ability is a buff to his least preferred attacking scenario. You don't want to use the free re-rolls on offense near as much as you want them on defense, despite the Red Dice being stronger.
Edited by DraconPyrothayan