I've said it before, and I'll say it again. The Aggressor is incredibly easy to block, and also has a very difficult time of setting where the battle will actually occur, to boot.
It cannot slow-play, due to its size, and a moderately-skilled opponent can ensure that you are forced to fight in a dense asteroid formation.
That is true of all large-base ships, to be fair, but the Aggressor and the Shuttle are the only ones who intend to attack head-on. The others can avoid this issue by never actually needing to steer towards combat, and using their turrets or auxiliary firing arc to take care of the issue, and in fact, should.
However, there are a few upgrades that can be used to avoid this (and therefore avoid death by exposed siding).
Advanced Sensors.
This upgrade is the most commonly touted savior and preventor of the perils of blocking, on its own. You get to keep your actions, and can even Boost before you move, avoiding the block in the first place! Sadly, this logic holds two significant flaws.
- Your opponent should be blocking your 1 Banks and Forwards anyway, meaning that you cannot boost out of a block. Barrel-Rolling works much better for avoidance.
- The problem isn't the action denial: it's the movement denial. The Aggressor is best when approaching the scrim, but can get taken apart quite swiftly if forced to remain overlong. That is what your blocker is trying to do, and that is what we must avoid.
Enhanced Scopes.
Say what you will about moving first, it definitely prevents the blocking problem. Unlike Advanced Sensors or FCS, it does nothing to aid your action economy (particularly on a Red Maneuver), but it does ensure that you can always escape and rejoin the combat scrim, which is what the Aggressor likes to do best.
Also, it only costs 1 point, making it that much easier to squeeze HLCs or a 3rd Ship into a list.
Inertial Dampeners.
Well, instead of getting blocked, you are going to remain stationary for one single turn, and become stressed.
The good news is that you can probably fire upon the guy the enemy intends to block you, and may have avoided some firing arcs by parking by surprise.
The bad news is that they wanted you not to execute your full move, and so you decided instead to execute none of it.
Still, that quick tempo-change can give you the leeway the following turn to escape as you wish, so its worth considering for 1 point.
Expert Handling
Yes, it costs a stress and an action, but that Barrel-Roll is the best option in the game for avoiding blockers (even after the Outrider nerfed it.), particularly if you already have Advanced Sensors on board.
Also, it removes an enemy Target Lock, and so wastes their Fire-Control System or Action for the turn. Not the primary reason for taking the upgrade, but it's still bloody useful in a 2-3 ship fleet.
Also, it's one of only two options here that make you more maneuverable, and one of only two options that let you slow down, making it a great pair with a Heavy Laser Cannon. Huzzah!
Stay On Target
Well, you're not actually solving the problem here, but you're giving yourself a guaranteed exit if the enemy leaves you a hole through which to escape. A 1-2 speed maneuver will give you access to both turns, and a 3 gives you both Segnors' Loops as well as the regular Banks.
Like Expert Handling, it will be stressful, but it doesn't require an action, giving it both bonuses and detriments with Advanced Sensors.
Intimidation
Doesn't actually keep you from getting blocked, but it does help your other ship(s) prevent you from staying that way. Ram me at your own peril, scrub!
Adrenaline Rush
If part of the block is enforced by keeping you stressed, you can pop this bad-boy off to turn your red Koiogran white and actually keep your maneuver.
Moreover, you can use it elsewhere to de-stress a Koiogran or Segnor's Loop, giving you added action economy and maneuverability (for the turn after).
Edited by DraconPyrothayan