How to take on double IG88 lists?

By Rat of Vengence, in X-Wing

Block it and arc dodge. Of all the large base ships the aggressor is the most fragile with only 8 hit points. Also it pilot skill is rather awful being 6 so you could pump that up to 8 but still falling behind a VI whisper or Han. Sure it is the only large ship with 3 agility but it is fairly easy to kill and since to trick out 2 of them will often cost more than 88 points there will usually be only 2 aggressors on the table. Take one down and the other get weaker thanks to title.

Edited by Marinealver

I have recently realized:

The Aggressor is the only Large Ship vulnerable to Flechette Torpedoes.

Use them to prevent catastrophic Segnoring, and in particular screw the ones using Push the Limit.

that is true but the aggressor also has 9 green maneuvers. You would need to combine it with Ion and by Ion I mean Ion Pulse Missiles since you would need 2 ion counters to affect this droid.

I have recently realized:

The Aggressor is the only Large Ship vulnerable to Flechette Torpedoes.

Use them to prevent catastrophic Segnoring, and in particular screw the ones using Push the Limit.

that is true but the aggressor also has 9 green maneuvers. You would need to combine it with Ion and by Ion I mean Ion Pulse Missiles since you would need 2 ion counters to affect this droid.

Well, you can still ion it over the course of two turns. Ion Tokens don't go away unless the Ionization effect happens. Or the ship they're on is destroyed.

I have recently realized:

The Aggressor is the only Large Ship vulnerable to Flechette Torpedoes.

Use them to prevent catastrophic Segnoring, and in particular screw the ones using Push the Limit.

that is true but the aggressor also has 9 green maneuvers. You would need to combine it with Ion and by Ion I mean Ion Pulse Missiles since you would need 2 ion counters to affect this droid.

not really

one stress = no segnor's/no kturn = I hope you planned ahead, because your fat one-arc ass is probably not shooting me this turn

seriously, aggressors go so fast they're very prone to overshooting. Not having red maneuvers severely cuts down on what they can do, as does limiting them to only banks or straights

Edited by ficklegreendice

I have recently realized:

The Aggressor is the only Large Ship vulnerable to Flechette Torpedoes.

Use them to prevent catastrophic Segnoring, and in particular screw the ones using Push the Limit.

that is true but the aggressor also has 9 green maneuvers. You would need to combine it with Ion and by Ion I mean Ion Pulse Missiles since you would need 2 ion counters to affect this droid.

not really

one stress = no segnor's/no kturn = I hope you planned ahead, because your fat one-arc ass is probably not shooting me this turn

seriously, aggressors go so fast they're very prone to overshooting. Not having red maneuvers severely cuts down on what they can do, as does limiting them to only banks or straights

Not having red maneuvers severely cuts down what they can do....

What? Im not sure I completely understand you guy, but ok. Just because you are stressed doesnt mean you HAVE to get rid of that stress next turn, if anything it makes you less predictable especially when most of your dial is still available to you, because for some weird reason people think they HAVE to drop stress ASAP, which is just a flawed idea. Also, when is having every bank and almost every straight green with a boost after, limiting? Im sorry but I don't follow this logic. Sure you stopped it from getting an action this turn, but that doesn't really phase these things. Don't forget doing a inertial dampener while stressed can cause your opponent some real quandaries, yeah it makes you double stressed but hey, I'm better you didn't expect that and are now flat footed.

I have recently realized:

The Aggressor is the only Large Ship vulnerable to Flechette Torpedoes.

Use them to prevent catastrophic Segnoring, and in particular screw the ones using Push the Limit.

that is true but the aggressor also has 9 green maneuvers. You would need to combine it with Ion and by Ion I mean Ion Pulse Missiles since you would need 2 ion counters to affect this droid.

not really

one stress = no segnor's/no kturn = I hope you planned ahead, because your fat one-arc ass is probably not shooting me this turn

seriously, aggressors go so fast they're very prone to overshooting. Not having red maneuvers severely cuts down on what they can do, as does limiting them to only banks or straights

Not having red maneuvers severely cuts down what they can do....

What? Im not sure I completely understand you guy, but ok. Just because you are stressed doesnt mean you HAVE to get rid of that stress next turn, if anything it makes you less predictable especially when most of your dial is still available to you, because for some weird reason people think they HAVE to drop stress ASAP, which is just a flawed idea. Also, when is having every bank and almost every straight green with a boost after, limiting? Im sorry but I don't follow this logic. Sure you stopped it from getting an action this turn, but that doesn't really phase these things. Don't forget doing a inertial dampener while stressed can cause your opponent some real quandaries, yeah it makes you double stressed but hey, I'm better you didn't expect that and are now flat footed.

when your squad is two agility 3 ships with 8 health each, a large base and a single arc each, you're clearing the **** stress

Being able to a.) red maneuver for facing, b.) boost for facing c.) focus for offense/defense is kind of essential with these guys. Suffice it to say after playing against them and playing with defenders for so long, leaving them naked is a one way ticket to robot hell. The Defenders don't care as much, that 4k is really valuable if you can dodge jousters with it without sacrificing your shots or positioning for the future, but they do care if they get shot.

give me no actions on aggressors for a turn and I'll thank you for the turn. give me double stressed aggressors (which you will, because apparently you didn't clear stress when I have a stress inducer...) and I'll thank you for the game

Edited by ficklegreendice

I have beaten them using

buzzsaw whisper:

VI

ACD

FCS

GUNNER

2 ALPHA SQUADRON INTERCEPTORS both with auto thrusters

academy tie

when your squad is two agility 3 ships with 8 health each, a large base and a single arc each, you're clearing the **** stress

Being able to a.) red maneuver for facing, b.) boost for facing c.) focus for offense/defense is kind of essential with these guys. Suffice it to say after playing against them and playing with defenders for so long, leaving them naked is a one way ticket to robot hell. The Defenders don't care as much, that 4k is really valuable if you can dodge jousters with it without sacrificing your shots or positioning for the future, but they do care if they get shot.

give me no actions on aggressors for a turn and I'll thank you for the turn. give me double stressed aggressors (which you will, because apparently you didn't clear stress when I have a stress inducer...) and I'll thank you for the game

I find your arrogance, amusing to say the least.

Thug Life (5x Y-Wing with AutoBlasters) or just about any 4 Y-Wing/Autoblaster variation owns double IGs. If you dice are hot you can kill an IG in one turn. If not, it may take 2 turns to kill 1 IG (the Auto Blaster negates his 3 Agility and any pesky tokens, especially from the 88C). I usually go for the 88B (Gunner with Secondary weapon) first to neuter his shooting. Depending on his dice I'll lose 1 Y-Wing. After that I charge the second one, pin him down, and hit him with blasters. I'll lose a second Y, but within 3 rounds the 2nd 88X should be dead too. Look at his dial. He has a ton of maneuverability, but few options to actually open range in 1 turn. Some of your Ys will get a second round of shots in.

Key point. Dual IGs rock about 50 points (+-2 or so) kitted out. You kill one and he now has to kill 3 Ys AND stay alive to win.

when your squad is two agility 3 ships with 8 health each, a large base and a single arc each, you're clearing the **** stress

Being able to a.) red maneuver for facing, b.) boost for facing c.) focus for offense/defense is kind of essential with these guys. Suffice it to say after playing against them and playing with defenders for so long, leaving them naked is a one way ticket to robot hell. The Defenders don't care as much, that 4k is really valuable if you can dodge jousters with it without sacrificing your shots or positioning for the future, but they do care if they get shot.

give me no actions on aggressors for a turn and I'll thank you for the turn. give me double stressed aggressors (which you will, because apparently you didn't clear stress when I have a stress inducer...) and I'll thank you for the game

Regarding the part in bold... Flechette Cannons cannot stress an already stressed ship.

when your squad is two agility 3 ships with 8 health each, a large base and a single arc each, you're clearing the **** stress

Being able to a.) red maneuver for facing, b.) boost for facing c.) focus for offense/defense is kind of essential with these guys. Suffice it to say after playing against them and playing with defenders for so long, leaving them naked is a one way ticket to robot hell. The Defenders don't care as much, that 4k is really valuable if you can dodge jousters with it without sacrificing your shots or positioning for the future, but they do care if they get shot.

give me no actions on aggressors for a turn and I'll thank you for the turn. give me double stressed aggressors (which you will, because apparently you didn't clear stress when I have a stress inducer...) and I'll thank you for the game

Regarding the part in bold... Flechette Cannons cannot stress an already stressed ship.

I think the example was about using Inertial Dampeners when already have taken a stress token from Flechette Torpedoes.

Inertial-Dampeners.png

So the argument is that flechette torpedoes prevent all K-turns and S-loops until a green maneuver is performed (any straight of bank in the aggressors case). So if you use Inertial Dampners to keep a defender in arc when you are stressed you can do that since it would be a white maneuver but the upgrade would add another stress token. Having 2 stress tokens means you won't be doing any of the fancy 180 or loops for at least 2 turns.

Edited by Marinealver

when your squad is two agility 3 ships with 8 health each, a large base and a single arc each, you're clearing the **** stress

Being able to a.) red maneuver for facing, b.) boost for facing c.) focus for offense/defense is kind of essential with these guys. Suffice it to say after playing against them and playing with defenders for so long, leaving them naked is a one way ticket to robot hell. The Defenders don't care as much, that 4k is really valuable if you can dodge jousters with it without sacrificing your shots or positioning for the future, but they do care if they get shot.

give me no actions on aggressors for a turn and I'll thank you for the turn. give me double stressed aggressors (which you will, because apparently you didn't clear stress when I have a stress inducer...) and I'll thank you for the game

Regarding the part in bold... Flechette Cannons cannot stress an already stressed ship.

I think the example was about using Inertial Dampeners when already have taken a stress token from Flechette Torpedoes.

Inertial-Dampeners.png

So the argument is that flechette torpedoes prevent all K-turns and S-loops until a green maneuver is performed (any straight of bank in the aggressors case). So if you use Inertial Dampners to keep a defender in arc when you are stressed you can do that since it would be a white maneuver but the upgrade would add another stress token. Having 2 stress tokens means you won't be doing any of the fancy 180 or loops for at least 2 turns.

I get that using ID while stressed results in 2 stress on the ship which then needs to spend 2 rounds of green maneuvers to clear the stress.

I was just pointing out that Flechette Cannons will not stack stress on ships, as the card specifically states that it only adds stress to non-stressed ships.

when your squad is two agility 3 ships with 8 health each, a large base and a single arc each, you're clearing the **** stress

Being able to a.) red maneuver for facing, b.) boost for facing c.) focus for offense/defense is kind of essential with these guys. Suffice it to say after playing against them and playing with defenders for so long, leaving them naked is a one way ticket to robot hell. The Defenders don't care as much, that 4k is really valuable if you can dodge jousters with it without sacrificing your shots or positioning for the future, but they do care if they get shot.

give me no actions on aggressors for a turn and I'll thank you for the turn. give me double stressed aggressors (which you will, because apparently you didn't clear stress when I have a stress inducer...) and I'll thank you for the game

Regarding the part in bold... Flechette Cannons cannot stress an already stressed ship.

Yes but the aggressor has no choice but to clear the stress because it has to turn around meaning a k turn or a s loop, so all the defender has to do is follow behind and keep using the flechette cannon to apply stress again the aggressor will never get another shot in, and because they rant taking fire they are free to spend actions on barrel rolls for better positioning.

when your squad is two agility 3 ships with 8 health each, a large base and a single arc each, you're clearing the **** stress

Being able to a.) red maneuver for facing, b.) boost for facing c.) focus for offense/defense is kind of essential with these guys. Suffice it to say after playing against them and playing with defenders for so long, leaving them naked is a one way ticket to robot hell. The Defenders don't care as much, that 4k is really valuable if you can dodge jousters with it without sacrificing your shots or positioning for the future, but they do care if they get shot.

give me no actions on aggressors for a turn and I'll thank you for the turn. give me double stressed aggressors (which you will, because apparently you didn't clear stress when I have a stress inducer...) and I'll thank you for the game

Regarding the part in bold... Flechette Cannons cannot stress an already stressed ship.

Yes but the aggressor has no choice but to clear the stress because it has to turn around meaning a k turn or a s loop, so all the defender has to do is follow behind and keep using the flechette cannon to apply stress again the aggressor will never get another shot in, and because they rant taking fire they are free to spend actions on barrel rolls for better positioning.

While I appreciate and would dread being shot by a flechette cannon like that, the attack still needs to hit in order to apply the stress. A well flown aggressor should be able to clear the stress and boost to range 3 (and if IG-88C is still alive, add an evade token). Considering that most Aggressors have autothrusters on top, you might wish to keep that action for a focus or target lock.

EDIT: wait, I've been rereading the card and maybe I'm wrong. I'm hitting the rules forum.

Edited by dotswarlock

when your squad is two agility 3 ships with 8 health each, a large base and a single arc each, you're clearing the **** stress

Being able to a.) red maneuver for facing, b.) boost for facing c.) focus for offense/defense is kind of essential with these guys. Suffice it to say after playing against them and playing with defenders for so long, leaving them naked is a one way ticket to robot hell. The Defenders don't care as much, that 4k is really valuable if you can dodge jousters with it without sacrificing your shots or positioning for the future, but they do care if they get shot.

give me no actions on aggressors for a turn and I'll thank you for the turn. give me double stressed aggressors (which you will, because apparently you didn't clear stress when I have a stress inducer...) and I'll thank you for the game

Regarding the part in bold... Flechette Cannons cannot stress an already stressed ship.

we're not talking cannons, though, since the conversation occurred after Dracon brought but the fact that Aggressors are the only large base ship that can be affected by Flechette torps (which do indeed double stress, and can refresh themselves ala munitions failsafe). Plus, we have a bevy of other mechanics that can stack stress (R3-A2, Tactician, Rebel Captive etc) before counting inertial dampeners piling on additional stress.

for Flechette Cannons, you have to combine them with the unique advantages of the Tie Defender in order to properly abuse them and you do want them in pairs because they do indeed have to hit. Torps do not.

Edited by ficklegreendice

Yes but the aggressor has no choice but to clear the stress because it has to turn around meaning a k turn or a s loop, so all the defender has to do is follow behind and keep using the flechette cannon to apply stress again the aggressor will never get another shot in, and because they rant taking fire they are free to spend actions on barrel rolls for better positioning.

Except the difference being the aggressor is the only large ship with 9 greens, with 3 of them being speed 3. Aside from the decimator and shuttle, every large ship (yt13,yt24,firespray) only has 4 greens, 1 bank/straight and 2 straight. So yea, if you stress a falcon or boba, if they want to clear stress, they aren't moving very far. The aggressor on the other hand has options how to not get caught in your trap. A 3 bank (to clear stress) and boost later, it's probably either out of arc or at range 3 (autothrusters) while turning 90 degrees. Ok you prevented a sloop, but now it can turn a further 135 degrees next round and be right back where you started.

You certainly could follow the aggressor with your defender and pray you hit with your flechettes every round.... but what's the other aggressor doing?

My overall point being is that stress is not a hard counter to aggressors like it would be on arc dodgers. I don't even think aggressors can be considered arc dodgers..... they're something else.

Yes but the aggressor has no choice but to clear the stress because it has to turn around meaning a k turn or a s loop, so all the defender has to do is follow behind and keep using the flechette cannon to apply stress again the aggressor will never get another shot in, and because they rant taking fire they are free to spend actions on barrel rolls for better positioning.

Except the difference being the aggressor is the only large ship with 9 greens, with 3 of them being speed 3. Aside from the decimator and shuttle, every large ship (yt13,yt24,firespray) only has 4 greens, 1 bank/straight and 2 straight. So yea, if you stress a falcon or boba, if they want to clear stress, they aren't moving very far. The aggressor on the other hand has options how to not get caught in your trap. A 3 bank (to clear stress) and boost later, it's probably either out of arc or at range 3 (autothrusters) while turning 90 degrees. Ok you prevented a sloop, but now it can turn a further 135 degrees next round and be right back where you started.

You certainly could follow the aggressor with your defender and pray you hit with your flechettes every round.... but what's the other aggressor doing?

My overall point being is that stress is not a hard counter to aggressors like it would be on arc dodgers. I don't even think aggressors can be considered arc dodgers..... they're something else.

this is true, stress is not a hard counter in the traditional sense unless you stack them

the problem where the Aggressors are concerned is that stress compounds hard with their large base and single arc to the point that if they clear, they may well not have a shot between all the obstructions and ships limiting their movement (unlike Firesprays or....ugh, Turrets).

While harrying a single aggressor with flechettes can work, it's often not how I beat them with defenders. It's not really a question of hitting them as much as they're just too **** fast to even keep in range when you're chasing them (Yes, even for a 5 speed straight ship). The Strategy with flechette cannons (non-stackable stress) in particular is to tell one Ig-88 to kindly **** off so you can double-team his buddy.

Even two PS 1 defenders versus a 50 point IG-88 will result in the robot getting its teeth kicked in (horrible dice pending, ofc) and that's the situation you want to try to engineer if you're serious about winning a game against them. Depending on the scenario, the stressed IG-88 that escapes will take at least 2 turns to get back into the fight, but sometimes it takes even longer depending on how far they ran, how far the fight moves away from it, and what it has to maneuver around to rejoin the fray.

IGs are really **** fast, but the large base makes them too bulky and too fast for precise, pin-point navigation which makes them really rough to use without red maneuvers to give them far more options to orientate their firing arc and set up maneuvers for the next turn. The Tie Defender has the advantage there, and, in that match-up, needs to exploit it for all its worth.

Edited by ficklegreendice

when your squad is two agility 3 ships with 8 health each, a large base and a single arc each, you're clearing the **** stress

Being able to a.) red maneuver for facing, b.) boost for facing c.) focus for offense/defense is kind of essential with these guys. Suffice it to say after playing against them and playing with defenders for so long, leaving them naked is a one way ticket to robot hell. The Defenders don't care as much, that 4k is really valuable if you can dodge jousters with it without sacrificing your shots or positioning for the future, but they do care if they get shot.

give me no actions on aggressors for a turn and I'll thank you for the turn. give me double stressed aggressors (which you will, because apparently you didn't clear stress when I have a stress inducer...) and I'll thank you for the game

Regarding the part in bold... Flechette Cannons cannot stress an already stressed ship.

we're not talking cannons, though, since the conversation occurred after Dracon brought but the fact that Aggressors are the only large base ship that can be affected by Flechette torps (which do indeed double stress, and can refresh themselves ala munitions failsafe). Plus, we have a bevy of other mechanics that can stack stress (R3-A2, Tactician, Rebel Captive etc) before counting inertial dampeners piling on additional stress.

for Flechette Cannons, you have to combine them with the unique advantages of the Tie Defender in order to properly abuse them and you do want them in pairs because they do indeed have to hit. Torps do not.

Missed the part of the conversation where things switched to the torps. I had thought you were still referring to your 2x delta with flechette cannon squad.

A quick side note concerning my earlier involvement and flechette cannons: I just got an email back from Alex Davy and this is what he had to say about the stress from flechette cannons: "The flechette cannon must hit and the defender must be unstressed for the defender to receive a stress token."

(That was an amazingly fast response that I got from them, so I'm quite happy)

A quick side note concerning my earlier involvement and flechette cannons: I just got an email back from Alex Davy and this is what he had to say about the stress from flechette cannons: "The flechette cannon must hit and the defender must be unstressed for the defender to receive a stress token."

(That was an amazingly fast response that I got from them, so I'm quite happy)

the card text could have told you similarly :P

How do you take on double IG88?

Guns. Lots of guns.

matrix-gun-rack-o.gif

Edited by KineticOperator

A quick side note concerning my earlier involvement and flechette cannons: I just got an email back from Alex Davy and this is what he had to say about the stress from flechette cannons: "The flechette cannon must hit and the defender must be unstressed for the defender to receive a stress token."

(That was an amazingly fast response that I got from them, so I'm quite happy)

the card text could have told you similarly :P

Depending on how you read the card, you could also read it as both effects being seperate (aka: apply the stress without the need for a hit). It felt like a stretch to me, but it would not have been the first time that I took a rule for granted (and made a mistake), so I needed to make sure :)