Local store tournament, 2nd try with 2 Aggressors

By dotswarlock, in X-Wing Battle Reports

This was not a championship for FFG prizes, but rather for the chance to win a “Most Wanted” expansion pack at a local store. So I figured “why not optimize and try my aggressors again:

IG-88B (gunner effect, 50 points)

  • Autothrusters
  • Advance sensors
  • Title
  • Ion cannons
  • Predator
  • Hot shot balster

IG-88C (evade after boost, 50 points)

  • Autothrusters
  • Accuracy corrector
  • Title
  • Ion cannons
  • Flechette cannons
  • Veteran instinct
  • Hot shot blaster

The purpose of the IG-88B was pretty straightforward, but judging from past experiences, he often ended up as the primary target because of his gunner effect. This is why I configured IG-88C as a bodyguard: giving him the flechette cannons to screw with bigger ships, a higher PS rating so he could change his course later and an accuracy corrector (that one was a gamble that created interesting possibilities). The veteran instinct was a gamble in the hopes of giving him a higher chance against Echo (my nemesis), but I never faced the pilot.

Round 1

Kath: mangler cannons, rebel captive, something else

2 x saber squadrons with push the limit and autothrusters

I knew both the player and part of the squad, but the addition of Kath configured that way was troubling. I delayed one round and managed to ion one of the self-stressed interceptors on the 2nd, screwing up the formation and basically forcing both ships to fly around asteroids to get back in the fight, which either afforded me defensive bonuses or helped me dodge arcs (either was good). This was one matchup where my ion cannons could be used to devastating effect!

Both my IG-88 met Kath afterwards in the middle in a bump fest. IG-88C was lucky that when he shot at Kath, he failed to block the returning crit (earning only 1 shield damage). Return fire on my side knocked out the Firespray’s shields in a round, landed crits on the other and finished it off in the third. Afterwards, I only had to deal with the interceptors, but since they had a lower PS rating then it was just a question of careful maneuvering and not landing on an asteroid.

Highlights:

  • The higher PS rating on a single Aggressor actually backfired on that round, causing me headaches in the bump fest.
  • Hot shot blasters helped me land hits on Kath.

Victory 100 to 0. I have to admit that when aggressors work, you get a great MOV as a result.

Round 2

Dutch: R5-K6, proton torpedo, seismic charge, ion cannon

2 x grey squadron: R2, proton torpedo, seismic charge, ion cannon, BTL-A4Y Wing

To its credit, this was a very original squad that could have given me a lot of trouble if I had played incorrectly since it has a ton of HP for a control list like mine to chew through. I advanced carefully, ioning one grey squad and wrecking the formation on the third turn. On the following turn, I ionned and stressed the other grey squad, thinking myself so very clever… only remembering afterwards that R2 would also clear the stress while the ion was being cleared out.

The combat was hectic with proton torpedoes flying left and right, but only doing limited damage in the end. In most cases, autothruster provided the extra protection that I needed, but I was locked in a control mode, trying to keep both Grey squadron facing away from me, even if it meant causing less damage. I only missed once… and that was on purpose :)

This highlight deserves its own paragraph: I was following a Grey with IG-88C at range 1. Becoming too gready, I unleashed a salvo from my primary guns, scoring 2 crits. Unfortunately, my opponent had 2 shields, which left me at a bit of a pickle. Yes, I could knock out the shields, but that meant a K-turn afterwards and my aggressor being hit by 2 attacks (I was stressed). So I used accuracy corrector to cancel my dice and took advantage of the “may add 2 hits” to add 0 hits, therefore intentionally missing. I then used the gunner effect to fire my ion cannons, using accuracy corrector again to ensure a hit (on a Y-wing) and landed an ion. The move was so out of this world that I actually had to show the card to a few people until they realize what I was doing. Needless to say, it was twisted, sadistic and fun (for me!).

Eventually I destroyed all 3 Y-wings, but barely before the clock reached zero. My MOV could have suffered from my control approach, but I still pulled through

Highlight:

  • Creative use of accuracy corrector.
  • Hot shot blasters helped me finish off the Y-Wings.

Victory 100 to 0. By that time, my MOV was through the roof!

Round 3

Whisper: rebel captive, fire control system, veteran instinct, advanced cloaking device

Oicunn: daredevil, Mara Jade, engine upgrade, some other upgrades

Now that was a matchup that I could and should have lost, but my opponent made 3 critical mistakes. I had problems with Echo before, but I had flown my fair share of whispers before and knew how she maneuvered. I therefore moved up carefully on the first round and planned to do the same on the 2nd. Meanwhile, his decimator moved forward from the center of the starting line on the first round while Whisper cloaked. The decimator did a hard turn 3 then, hoping to catch me off guard, but ending up in line with an asteroid.

I hesitated, my original plan being to go after whisper, but having too much of a good opportunity. Whisper fired a salvo, knocking out 2 shields of my IG-88B, but both aggressors ignored it and fired ion shots at the decimator, catching him. The following round landed 4 hits on IG-88B with him only dodging one, leaving him with 3 hull, but the decimator was now fully on an asteroid and heading straight for the edge. I landed my ion shots again and then it became clear: after the next ion forced move, the following one would land him off the map, no matter what happened.

I was pleased; downright excited! And that’s when IG-88B was blown off. IG-88C fled with Whisper fast on its heels and the decimator falling into a black hole. I knew that escape was impossible, so I did a 4 k-turn between 2 asteroids ready to face Whisper. The phantom decloaked, moved and barrel rolled out of arc… but I had my hotshot blaster, which took out its shields. The dance continued for several turns, with IG-88C getting a salvo that knocked its shields and landed a crit: no more actions from its action bar.

Flying defensively was again not an option and I darted between 2 asteroids again, did and did a k-turn. I took 1 round to stabilize myself and then did another k-turn with Whisper overshooting me and cloaking. I fired my ion blast… and hit! Whisper was fleeing with only 1 hull left! I pursued, but missed and then came the last move with asteroids on every side.

Whisper decloaked to her left and did a hard 1, getting me in her sight for the final showdown… and landed the tip of her ship on an asteroid at range 1 of me. My salvo destroyed her. For the fun of it, we rolled dices to see what would have happened if she had managed that turn (I still had 3 hull points left after all). I would have been destroyed… now that was nerve wracking!

Highlights:

  • Hotshot blasters allowed me to take out of the phantom’s shields while it was uncloaked, good times!
  • A proper use of asteroid, knowledge of Whisper’s move sets and careful flying saved me.

Victory of 100 to 50.

Round 4

Boba (scum): veteran instinct, ion cannon, inertia dampener, slave 1 title, engine upgrade, tactician, flechette torpedoes.

2x syndicate thugs with ion turrets, BTL title and unhinged astromech droids.

I knew the player and I knew the build. If anything, this was the build that had convinced me that push the limit was a bad idea on an Aggressor. If I had taken the time to think things a bit more thoroughly, I could have won that game or at least really screw things up.

You see the Y-wing with the unhinged astromech droid can move extremely fast at the beginning, which is something that we’re not used to. It can do a 4 forward red and clear the stress the next round by taking a 3 move. I played defensively, but what I should have done is instead head straight for them with a slight offset. If I had done so then both aggressors could have landed their ion shots, completely wrecking the initial plan on the first round while avoiding ion blasts in return (range 3).

Instead, I waited until round 2 to attack and by then, IG-88C was in the enemy’s firing arc. Boba, thanks to his flechette and tactician, landed 2 stress on him and the thugs completed the ion charge. At least I paralyzed a Y-wing in return, but from that moment, I knew I was doomed. I was the only one with 3 victories at that point, so I set up everything to get my MOV as high as possible. Before dying, IG-88C managed to use its hotshot blaster at a damaged Y-wing and IG-88B finished it off with its own a round later. Those 24 points won me the first place, but only by the skin of my teeth.

IG-88B had a cruel end afterwards, stressed by Boba + support who had a good time chasing it around.

Highlights:

  • I should have played aggressively from the get go, especially since I had a fair idea of where the Y-wings could go.
  • The hotshot blasters helped kill a Y-Wing, which helped my MOV.

Loss 24 to 100

Conclusion

Here’s a bullet point version of what I learned

  • Hotshot blasters were definitely worth every penny.
  • Autothrusters still rule.
  • A single veteran instinct upgrade felt a bit “meh”.
  • Flying 2 aggressors make it extremely important to know some good asteroid placements.
  • Knowing how to fly against phantoms saved me.
  • PS rating of 6 is not so bad… at least for now.
  • When you win against a list which is not geared towards yours, you’ll get a great MOV. When it’s the opposite, the hotshot blasters make it so you won’t lose 0 to 100.
  • Flechette cannons were not used that often. I might reconsider their use.

That’s it. I hope you enjoyed!

Huh. "Hot Shot" Blasters were worth it, eh? I'm only tried them once and didn't like them, but maybe I should pull them back out again.

Nice report!

This highlight deserves its own paragraph: I was following a Grey with IG-88C at range 1. Becoming too gready, I unleashed a salvo from my primary guns, scoring 2 crits. Unfortunately, my opponent had 2 shields, which left me at a bit of a pickle. Yes, I could knock out the shields, but that meant a K-turn afterwards and my aggressor being hit by 2 attacks (I was stressed). So I used accuracy corrector to cancel my dice and took advantage of the “may add 2 hits” to add 0 hits, therefore intentionally missing. I then used the gunner effect to fire my ion cannons, using accuracy corrector again to ensure a hit (on a Y-wing) and landed an ion. The move was so out of this world that I actually had to show the card to a few people until they realize what I was doing. Needless to say, it was twisted, sadistic and fun (for me!).

Wow. Bravo! I read this and thought, "No way, that can't be right!" So I looked it up and sure enough it's clear as day. Nicely done!