IG88, Some impressions

By Seanamal, in X-Wing

I'm going to second third the use of Sensor Jammer.

It's not as overtly powerful as Fire Control System, but I tend to prefer tankier builds if I'm running two ships. The ratio of shots taken to shots received is not usually in your favor, and Sensor Jammer provides a consistent improvement to defense, especially with Autothrusters. I like knowing that regardless of what action I take (or lose, if maneuvering goes poorly), I'll always have a Predator reroll + 2nd attempt with 88-B and be able to change a hit with Sensor Jammer from any shots against me.

IG-88 B+C

Predator

Mangler Cannon

Sensor Jammer

Autothrusters

Inertial Dampners

Dammit...this is my exact list that I've been playing with much success of late. I was hoping the internet would never find out about the wonder of sensor jammers. Most games that prevents 5-15 hits against my ships. Only issue I have found it against Soontir and keeping his ass in arc.

I understand the arguments between FCS, AS and SJ.

But if one did go with FCS, what a Elite Upgrade would be recommended?

From my still very limited experience with IG-88, I find it really hard to justify not taking Advanced Sensors. Sure, it also works with FCS or Sensor Jammer, but Advanced Sensor gives you so many more ways to mess with your opponent or adapt at the last minute. Being able to drop a proximity mines before moving can really make your opponent think twice before going behind you. And it's even worst with PtL since you can boost, drop your mines and then do your green maneuver to clear stress.

FCS is more raw firepower, Advanced Sensors allow you to be more tricky, more unpredictable. Which fits the scum theme.

As for the EPT, Push the Limit and Advanced Sensors is a solid combo. The trick is to not use it every turn and do your best to always end your move unstressed so that your dial is still fully open for next round, unless you just did a S-Loop or K-Turn.

If I was to take FCS, I would probably take one of two EPTs:

Veteran Instincts would be a cheap filler choice if I had nothing else to do. Getting past Dash and other PS6-8 threats can make a world of difference.

Wingman would free up the dials post-loop or K-turn, but comes at the cost of tethering the ships to one another.

Push the Limit and Outmaneuver are other options, but I don't like the idea of purposefully stressing one of these things outside a K-turn or S-loop and Outmaneuver will trigger too rarely to justify its cost. Calculation is another "filler" choice, but I think VI would have more impact on the games it comes into play.

Edited by DR4CO

Instead of Wingman, I would be tempted to use Adrenaline Rush. It might be one use only, but it doesn't force you to keep your ship close from one another and allow you to pull a k-turn or Loop even if you are already stress, which could surprise your opponent.

What about Stay On Target for an IG with FCS?

Its pilot skill will often be too low to make SoT matter

Played two games with the following setup, after which I took 'em to a tournament for another five games:

-B&C, both with IG-2000, Push the Limit, Advanced Sensors, "Mangler" Cannon, Inertial Dampeners, Autothrusters. Also had a Seismic Charge on C to reach 100pts.

First casual game was against 3 A-Wings (Tycho, Jake, Gemmer) and 2 Z95s. High agility and Autothrusters on my ships meant that very few hits got through from those 2-attack enemies. Meanwhile, the gunner effect of B allowed me to chew through the A-Wings, even though they were similarily equipped. Never felt in much danger here.

Second was against 3 X-Wings (Wedge, Luke, Wes). The 3 primary on them, coupled with Wedge's -1 agility and Wes' focus/evade removal made this much scarier. We pretty much traded Wedge for an IG, but after that it was much more difficult for my opponent to get shots off, as there was only 1 target left. Somehow managed to kill one and then the other, but was severly damaged myself.

Tournament then. First against 3 Interceptors (Soontir, Turr, Carnor). Some sloppy flying, but did manage to get a few good shots, with the Mangler getting a few crits through. B's ability is great here, against ships that really can't afford to spend tokens and face a second attack, but also don't like taking damage. Carnor was by far the most annoying, but after getting rid of him, having focus, evade, autothrusters and 3 agility kept me safe. Just having a forward arc against maneuverable, high PS ships is tricky though. Only saving grace were some asteroids that prevented my opponent from barrel rolling or boosting past me.

Second game agaisnt Xizor, Kath and a Y-Wing. Amazing dice-rolls here, never seen so many crits in any game. Y was mostly harmless (Autoblaster turret), but chose to take it down quickly as it was by far the softest target with 1 agility. Also meant Xizor couldn't offload damage anymore. The Y died (two of the damage were crits), Xizor died (two of the damage were crits) and as time was called, Kath survived with 3 hull left (crippled by 2 crits). Lost an IG, mostly to her (her rear firing arc doing some nasty damage as I was chasing her), but the other IG was fully healthy, shields 'n all.

Third against Soontir, Oicunn (Rebel captive) and Doomshuttle. Was planning to get behind the Shuttle (Vader crew really scared me, with agility being the main defense on IGs), try to get out of arc on the Decimator (for Autothrusters to kick in) and get a lucky shot on Soontir (who only had his tokens and agility to protect him). Shuttle plan worked nicely (only got a single shot off the entire game), but went too slow through the asteroids and didn't know the Decimator could go so quickly, and took 2 damage to 1 IG, and another damage to the other from Oicunn bumping into me. Did manage to keep Soontir out of the game for much of it, but time was called when I had lost one Aggressor while only having destroyed the Shuttle, and stripped the shields from the Decimator.

Fourth against two IGs. Great. Very tight game, with some turns in which nothing happened (all hits evaded), then others were one IG or the other suddenly took some shield and hull damage. Opponent's C had a HLC, which, despite the 4 red dice, I wouldn't recommend - simply because B's ability won't work at range 1. Should just about have won this game (last turn saw his remaining Aggressor kill one of mine, but I 'spent' my focus token verifying that I had indeed been destroyed (1 evade, 1 eyeball, 1 blank; 1 evade token and 1 focus token vs 4 damage, only 1 hull remaining), then didn't have that focus on the offense, which would have destroyed the enemy ship). As it stands, I lost 51 points and he lost 49. Shouldn't have invested in that bomb (which I didn't even get to use!).

Last game against Guri, 2 Z95 and 2 M3As with Manglers. The latter were pretty great, 3 attacks with no +1 agility at range 3 hurt me quite badly. Not as much as my flying though. Once in the thick of it, there were stupidly few maneuvers I could pull off.. and then saw an opportunity. Bank-boosted to the right, then did a 4-koiogran. A massive move.. and just a bit too big. Corner went over the edge, ship left the battlefield. Single IG against the entire enemy fleet, which it eventually didn't survive.

Three losses and 2 wins at the tournament, not entirely displeased for a first time and taking two new ships (only got them in the mail a few days before). For a next time, I'd probably exchange Push the Limit for something else. I used it only with Advanced Sensors when doing a green move (which often was in the first turns, as it was required to koiogran/loop/turn later on in the game, so as to keep enemy ships in arc). Generally used it later in the game only when running away, to have a boost+evade and focus to fend off damage. Expert Handling may have similar stress issues, but at least would allow for more maneuverability. Predator could be good to really make those shots count. VI will still not allow you to compete with Interceptors, but would help against mid-level pilots in Firesprays, StarVipers and other IGs. FCS may work, but isn't great against low-agility ships (were the first shot will hit anyway) and otherwise requires you to stay on target. Advanced Sensors are probably my top pick, getting that boost before a move, or a focus token prior to looping is important. Equally pleased with the Mangler, it's the cheapest 'normal damage dealing' cannon out there, and with range 1-3 it does exactly what is should. Dealing many crits is fun too. Dampeners are good on a ship that can't really go slow, can take an opponent off-guard when they set a nice trap for you to fly in, only for you to not move at all. Autothrusters saved some good damage, and with the turret-heavy meta (there were two 2-Falcon lists in the top something), an auto-include. Bomb put some damage on Xizor and the Y in game 2, a single shield off Oicunn in 3 and nothing in other games.. but as Initiative rarely mattered (most ships being well below or well above my PS6), it was a decent way to spend those last points. Being able to boost, drop bomb, then get the heck out of there is quite fun.

Interestingly, the games that went well all had me starting both IGs in the corners of the deployment area, far from each other. Had them closer together in the others.. which often led to annoying maneuvers, receiving focussed fire and not being able to drop that bomb. Probably will keep them apart from now on.

Its pilot skill will often be too low to make SoT matter

That's not true, or at least "often" should be "occasionally". SoT is an absolute dream on them. Or at least in my meta the average PS has plummeted since wave 6. I find that they've got enough with the gunner re-roll and the sloops to trap interceptors and phantoms in arc without the help of an EPT.

SoT is my EPT of choice on them.

Its pilot skill will often be too low to make SoT matter

That's not true, or at least "often" should be "occasionally". SoT is an absolute dream on them. Or at least in my meta the average PS has plummeted since wave 6. I find that they've got enough with the gunner re-roll and the sloops to trap interceptors and phantoms in arc without the help of an EPT.

SoT is my EPT of choice on them.

The low PS ships are easy to get in arc without SoT. The trouble is the high PS ships that will dodge your arc while still keeping a sight on you, that's the ship you would love to be able to modify your move. Since SoT help a little against lower PS ship but do nothing against higher PS high mobility ship, I'll prefer an EPT that can actually help me against both and reliably.

SoT on IG-88 reminds me of the ability of Boba Fett and why he never really saw play. It can be helpful, but more often than not, you'll end up doing the maneuver that you would have chose anyway. If anything, it can actually makes you lazy at the guessing game since you'll be able to change it anyway.

My opinion, your experience may vary.

Its pilot skill will often be too low to make SoT matter

That's not true, or at least "often" should be "occasionally". SoT is an absolute dream on them. Or at least in my meta the average PS has plummeted since wave 6. I find that they've got enough with the gunner re-roll and the sloops to trap interceptors and phantoms in arc without the help of an EPT.

SoT is my EPT of choice on them.

The PS is not the issue as much as needing the red maneuver to perform a k-turn or s-loop. Having a single arc is a massive liability for a large ship, something the shuttle only gets around via its stop maneuver and being cheap enough to afford friends to bump it, and the Aggressor can only really compensate with those red maneuvers after its gotten in too close

taking an EPT that stresses them doesn't seem very optimal when they're so dependent on red maneuvers. At least with PTL or EH, you can cheat out the stress with a green maneuver and sensors.

Edited by ficklegreendice

Guys using wingman:

Which iggys do you use? How is it on B/D builds?

I kind of the like idea of Lone Wolf on IG88C. If played with IG88B it will probably be the one to live longer and with the boost-evade ability it can become quite a stalwart in the endgame. I know both LW and Autothrusters need a blank green to work, but there is a very good chance that you either throw two green blanks or don´t have Autothrusters kicking in. Many people also like to keep their IG88s apart so they don´t get in each others way, so LW might be in effect a lot of the time.