I came in 3rdin a tournament tonight, and am feeling contemplative.
Specifically, I'm re-evaluating my strategies against the Scum threats I encountered tonight.
The fleet I flew can be found here.
I encountered two different IG88^2 lists (AB and CD, appropriately enough), and found that even though it was counter to the strategy I built the fleet for, Blocking one of the Aggressors turn after turn was a fairly simple way of taking the fleet apart.
The Blocking strategy was basically only possible because I managed to coax them into fighting in an Asteroid Field, which was an inevitability after they let me create a dense Asteroid Field in the first place.
So, against a Dual-Aggressor fleet
Step 1: Construct a dense or semi-dense asteroid field.
This is more easily done if THEY have initiative, believe it or not. Them placing the first Asteroid simply gives you an anchor around which to construct, and you can usually use the 4th or 6th asteroid to join their 3rd or 5th asteroid to the cluster you form around their 1st.
Step 2: Dictate the fight so that they cannot ignore the asteroid thicket
The Aggressor covers a terrifying amount of ground when it moves. Use this to your advantage, as it simply cannot move slowly. You can easily predict when they'll actually get to attack you, simply by where they placed their ships vs where you placed yours: A round to charge, a round to turn towards the center, and a round to compensate for where you've moved, then the fight is upon you.
Step 3: Once they've taken the bait, choose one aggressor to block.
Their enormous speed hampers them greatly in an asteroid thicket, as they will run over something with most of their maneuvers. Simply be in a location where their scant remainders will overlap your base, and you've deprived them greatly.
Even Aggressors that have taken Advanced Sensors to attempt to boost around in the thicket will find trouble.
Meanwhile, you only need a single small-ship of PS 0-5 (or -6 if you have initiative) to accomplish this feat. My 1 Banks and 2 Turns were all I needed to shut them down, usually.
Step 4: Ignore the other one, and concentrate fire on the one you've blocked.
It took my fleet around 4 rounds, but I was using a full 1/3 of my firepower as a blocker. Meanwhile, I could ignore the other aggressor with relative impunity: the first game involved the second aggressor trying to fly through the thicket at me (C/D), and the second game simply tried to go around and get a better angle (A/B). Both failed to be salient threats in time, for different reasons.
Therefore, Dual Aggressor players, take care.
- Place your first two asteroids as close to your start as possible, in opposite corners of the board. You need the space to maneuver to be effective in a scrim, and can escape and return more easily than any other ship in the game.
- Have your ships start in a central location: It allows you to press the advantage far before a wary opponent has sealed their defenses, and allows your Segnor's Loop and Banks to be truly threatening and unpredictable.
- Do not chase the enemy into a briar patch, even if it means "delaying" the game. Against most fleets, your obstructed pot-shots from the perimeter will hurt enough over time to win you a points-advantage if they don't adapt.
- If you fail to heed the previous advice, do not be afraid of plowing through asteroids. The freedom of actually completing a maneuver will place you in an unexpected location, and may wind up winning you the game even if you park on a rock that turn.
The reason I came in 3rd was because I was unprepared for the might of the Bullpup Y-Wing (or Warthog or Chupathingy).
This particular list was running two of them with Autoblaster Turrets, R4 Agro, and the BTL-A4 title, along with an Ion Cannon Turret Y-Wing without the title.
What I learned here, by losing:
There is no approach to the Autoblaster Y-Wing that is advantageous. Approaching it takes its slow speed and short range out of the equation, as it doesn't really matter which player closed the gap.
However, they are slow to bring their guns to bear if you can get them going in the wrong direction, and the easiest way to do this is to have them actually chasing you.
The higher your turning-speed, the farther you can traverse while shifting angle, the better.
A 3 turn as your go-to maneuver will keep the engagement at Range 3 if you're swirling in the same direction. If they go with a 2 turn to cut you off, Bank instead.
Boost is your best action in this fight, and Engine Upgrades the best defensive upgrade you can buy. Particularly if they're running a Ion Turret friend.
I did not encounter my Feedback Swarm nemesis, as feared in my list-thread. My strategy, should I find one, is to try to filter them through Asteroids, but mostly try to kill them in passing as I flee. No-one wants to eat 7 damage, and few fleets are equipped to deal with it well.
Assault Missiles might do the trick...