IG-B & Boba

By Sekac, in X-Wing Battle Reports

So I got to play 4 games with this list tonight:

48: IG88B w/ VI, FCS, Mangler, Ion, Autothrusters

52: Boba Fett w/ Lone Wolf, Mangler, Tactician, Engine Upgrade, Inertial Dampeners

I built this list basically to combat dual IGs for the most part because I can't seem to beat them. With both my ships being PS 8 I can react to their moves and deployment. Moving and shooting in any order I choose has its own benefits too.

First game was against:

Delta Defender w/ Prockets, Engine upgrade (x2)

Omnicron Shuttle w/ FCS, Fleet officer

This isn't a great list but it does have some interesting shenanigans with passing focus for some focused/TLed prockets.

My opponent deployed centrally and I deployed Boba on the far left and B on the far right. I went 4 forward and boosted with Boba and slow rolled with B to try to draw them toward Boba. It didn't work and he banked towards IG on the second round and forced me into a joust. I banged up the shuttle and a defender before IG went down.

Boba finished off one defender, then the shuttle pretty quickly. The final defender took forever to kill but Boba is a real pain in the end game. I definitely could've flown better and accidentally set my opponent for a beautiful procket shot near the end of the game. But he survived (though he lost his shields) and finished off the defender soon after.

100-48 Win

My next game was against a worse list:

Xizor w/ Wingman, Virago, FCS, Hotshot Blaster, Proton torpedoes, munitions failsafe

IG88C w/ Calculation, FCS, Mangler, Ion, Autothrusters, Proton bomb

He set up centrally and I set IG to joust while Fett flanked. I managed to get the first engagement with IG between two asteroids so neither of them could s-loop behind. I did some damage to Xizor and he bounced a little to IG too. Xizor then put himself on a rock and got blasted off the map. After that it was cleanup. PS 8 made all the difference and my wounded IG killed his before he could shoot.

100-0 Win

My 3rd and 4th games were against this list:

Wild Space Fringer w/ HLC, rec spec

Prototype A w/ Chardaan (x4)

My opponent deployed everything on my left side, facing parallel to his DZ. I set Fett on my far left and IG centrally. My opponent turned all the As towards me while B went slow and Fett went flat out. He exchanged fire with one A wing and stripped its shields. My opponent then turned towards Fett but he went fast again and got behind the formation while IG hit the flank.

Next turn my opponent turned back towards IG but he turned away and boosted while Fett got into range 1 of everything and started doing some re-roll work. Things were going pretty well until Fett suffered a -1 agility crit and IG lost his ability and EPT. Then I forgot to evade with Fett and took a direct hit as a result!

The game came down to both my ships with one hull vs 2 A-wings. B stripped the shields of 1 but died on the return fire. Fett had his work cut out for him. I tried to play cleverly but instead set up a range 1 shot for an A with no shots back and he died! Bummer. I think I would've had it if I hadn't forgotten my action and got a direct hit. 2 ship lists are not forgiving of foolish mistakes...

70-100 Loss

I played the same guy again in a timed 60 minute game to practice for a tournament.

This time he set up for a joust on my right side and I indulged with B and had Fett flank on the left. My opponent went 5 straight with the whole formation to try to catch B before Fett got into the fight. Counting on this, B turned away and boosted. Fett went up the flank, boosted and K turned the turn after to set up a pincer attack. Everything turned toward IG B, and I blasted the wild spacer a bit, but took a few shields from B.

The A-wings first tried to catch Fett for a few turns but his 2 turn, then boost kept dodging arcs and he one-shotted an A-wing. The remaining As broke off and went after B, slowly nibbling away at him, blocking, and taking little damage from the "killer droid". Fett chased after the Fringer, tacticianing and mangling him, until Fett had to break off to avoid asteroids and the board edge. IG88 managed to stumble his way across the board to fire a game winning 3 pointer on the Fringer.

Unfortunately we had to call time here. In the end, it was Fett with one shield and Biggy with 3 hull against 3 untouched A-wings. I think I would've won this as Fett was circling back towards the As and IG was gonna be able to pull some trickier moves to disengage. A-wings just don't have the firepower to take out Fett and a 3 agility ship. They probably could've finished off IG88 but Fett would have them soon after.

As it was: 55-0 win.

So after playing this, I'm dead set on the VI on IG2000, and I love that setup on Fett. His consistency and tactician allow him to just pin down and punish models. He's awesome!

I'm in the air about the ion on IG though. I really like the idea of 2 cannons (that's as it should be), but I don't find myself needing ions that often. Part of that is I haven't found myself facing any Coran Horns or Soontir Feels yet. A small-base, expensive, lynchpin ship forced to choose between taking a crit or taking an ion shot sounds so sweet. On the other hand, I'd like Inertial Dampeners on IG as well, and maybe a seismic charge on one of them.

Anyway, I'm pretty certain I'll be taking some variation of this to the tournament Saturday.

Good luck with the tournament! I've been trying to make this list work, and while it's very strong against many lists, I'm realizing that the inability to get Boba and IG-B to fire on the same target many times or more than just one time causes some issues, especially against higher agility ships. played this at a 60 min store championship and went 2-2, and then played and won 2 games at league but it was close where only 1 or 2 ships on the opponent's side died out of 4-5 ships (and a bunch had damage).

I think if I play this list again, I'm settling on:

Boba - VI (I need it to deal with PS9 Soontir and Whispers), Tactician, Mangler, EU, Dampner

IG-B - VI, AdS (lifesaver against swarms and blockers), Mangler (HLC is nice, but just didn't work when I was in a traffic jam at R1 of a lot of ships), Autothrusters, Dampner (or Feedback Array)

I think if you don't see phantoms or Soontir much, then LW is better on Boba. If you do, might want to consider VI as the ability to position yourself at the end to R2 of a ship that hates stress is invaluable.

i like ur list. its versatile and could probably beat anything if flown well. HLC is the weapon of choice on IG-88 but i can see that mangler or ion gives u more versatility. iv had problems taking down decimators within the time limit. sure mangler gives u a crit on them but in the endgame u have to deal damage to them quickly otherwise they have a 60-64pt ship sitting there and u r likely reduced to a single attacking ship :(

Yeah, focusing fire is definitely tricky. My plan so far has been to get Boba behind the formation, and then playing bumper cars. Even without actions, he can put out some really efficient firepower. But he's able to pretty relentlessly pursue whatever is the ship that needs to die. IG 88 on the other hand, attacks and resets a lot, so he's not able to hound the same ship turn after turn. I had success only when I managed to focuse fire on 1 ship early. Then Boba can finish it off while the Aggressor moves on to the next target.

I think with phantoms, people are going to start gravitating towards Echo, so I figure PS 8 is enough to deal with her. Especially with Tactician, Manglers, and an ion, my area denial will be pretty significant. It's definitely a risk though, and maybe one I'll have to re-evaluate once Vader is reborn...

Like I mentioned in another thread, I run a list very similar to this one and am currently 5-0 with it. That will be my list for the Regionals.

IB-88B + Predator + AdvSensors + Mangler + Ion + Inertial Dampeners + Autothrusters

Boba Fett + Lonewolf + Tactician + Inertial Dampeners + Engine Upgrade

I second the versatilty of having both a Mangler and a Ion cannon over the HLC. In two games now, the Ion cannon allowed me to control a slippery stressed ship (Corran in the first and Jake in the second, plus a green that went into an asteroid), in a two ship build, this control is priceless to keep an opponent out of the fight for a while or set it for the kill next turn. As for the Mangler, fishing for crits while going against a Decimator or Dash proved to be much more useful than one more attack dice, you cripple big ship with all those crits. It's also very nice to keep that ability when in range 1. When playing with IG-88B, I will always favor Mangler+Ion over HLC.

As for the other upgrades, FCS is something that tempt me, but I personally love to boost before doing my k-turn/S-Loop. If they try to block my move, I can either boost before if the space is there, do the move as usual and have a sweet range 1 shot behind them or stay there thanks to Inertial Dampeners. Predator make up for the lack of TL for the second shot or action because I decided to boost before or after moving. I realise that the Aggressor is a ship that boost very often to realign or run away. Same goes for the Firespray. I don't know if I ever boosted as much as I do with this build with any other one (except with Interceptors, of course).

Very fun build to fly, it can pull out a lot of tricks.

I really like the Predator+Adv sensors combo on the Aggressor but I'm still terrified of control builds. At the end of the day FCS can't be shut off by stress or ion. Maybe it's overly reactionary, but until I see a decline there, I'm not sure I'm comfortable with it.

I also really like them both at PS 8. It makes navigating furballs a lot easier. Being able to move them in whichever order I please helped a lot. Similarly, shooting in either order has been great too. If one ship is at range 1 and there's a sh with shields, I can have the range 1 ship fire first to strip shields, while the other pushes a crit through.

That aside, Red Castle, your build is the one I wish felt comfortable enough to run.

Edited by Sekac

Yeah, I remember that we already had this conversation. Veteran Instinct and Fire Control System is a very good combo. I expect a lot of double IG build at the Regionals, so VI on IG will allow you to get an edge on them. If I wasn't so much in love with Adv. Sensors, I would definetly run FCS, it is more deadly than just Predator. In the end, those two builds fits two different approach; yours is more aggressive with an early attack and FCS, mine trickier with Inertial Dampeners and Adv Sensors.

The main point I wanted to share though is about the Ion Cannon. You said that you were not sure about keeping it. I say keep it, or at least give it a chance until you face up against a highly maneuvrable craft and judge for yourself. With FCS, it will be even more devastating. Other than the standard stress+ion combo, depending on your opponent, you can use it to set traps; some players, knowing that they are screwed if they get ionized while stressed, will do anything to avoid your line of sight. Thing is, a range 1 to 3 sight on a big base is a very big zone to avoid, use it to your advantage. The Ion cannon won't be useful every game, but when it will, it will change the game completely. Some players take a 3 points initiative bet that might not be always useful, you take a Ion Cannon.

If I had to cut something from your list, it would be the Mangler on Boba, but that's because I attack often with the rear arc.

Don't worry, I hadn't forgotten the other thread, I just thought we could benefit others by transposing some of the points here too. Food for thought and all.

The item I most want to find points for right now is inertial dampers on the aggressor. I could remove the mangler from Boba, but it makes him really good at range 3 exchanges and he's dished out some pretty crucial crits too.

I dunno, I thinin I'm pretty committed to the list as it stands for this weekend, and hopefully after I'll have some more insight as to what needs reworking.

Mostly I'm just happy that Fett had been working out for me so far. He's been much derided since his scum incarnation, but I'm a happy customer.

Edited by Sekac

good discussion guys. appreciate the insights u both bring. Iv played Fett/VI/tactican/Boost and its a gr8 loadout to combat Soontir. in all honesty i feel that scum Kaths ability is superior but that PS10 Fett brings is needed in some matchups.

im tinkering with running Boba and Kath together but ship to ship i think the aggressor has the end on the firespray with its extra evade dice and autothrusters providing much needed survivability.

Edited by The_Brown_Bomber

What kind of Kath?!

Just kidding, I know what you meant. I really like Kath too and have had good results with her. But I've really struggled against dual IGs with her. If they can get behind her at range 3, they can trade shots with her all game and come out on top. Sure, she gets 4 dice but they've got 3 agility and autocorrectors.

So while I still love Kath, I've concluded that her ability kind of makes her predictable. She's gonna either turn away or try to fly past. While she delivers a really powerful shot to one ship, it's fairly easy to get multiple ships firing back. From there she is easily pushed to the board edge and either needs to present a flank for a turn to swing around, or K-turn. In either case, she's just a mando merc with VI until she gets a chance to fly past again.

Boba is less constrained with flight patterns. He can use either arc with no preference so he can't be predicted or herded easily. If you block him, that's one ship both not shooting him and granting him re-rolls.

The reason (I think) people have struggled with Fett is because on the surface, people read his ability and think, "blunt instrument." He's a sledgehammer to be swung in the face of foes and smash them to little bits." But that's really not the case. It's more of an insurance policy, that when the inevitable furball happens, he's able to get through it in pretty good shape.

But with PS 8 (or 10 if that's your fancy), a big base, and an EU, that fella can move! Use that to your advantage! Don't just joust whole squadrons and think re-rolls will save you. Make them chase you, get behind them, break up the formation. Then get into the thick of it while they're in reaction mode.

He's still a finesse ship. Just a goddamn brutal one.

Edited by Sekac

What kind of Kath?!

Just kidding, I know what you meant. I really like Kath too and have had good results with her. But I've really struggled against dual IGs with her. If they can get behind her at range 3, they can trade shots with her all game and come out on top. Sure, she gets 4 dice but they've got 3 agility and autocorrectors.

So while I still love Kath, I've concluded that her ability kind of makes her predictable. She's gonna either turn away or try to fly past. While she delivers a really powerful shot to one ship, it's fairly easy to get multiple ships firing back. From there she is easily pushed to the board edge and either needs to present a flank for a turn to swing around, or K-turn. In either case, she's just a mando merc with VI until she gets a chance to fly past again.

Boba is less constrained with flight patterns. He can use either arc with no preference so he can't be predicted or herded easily. If you block him, that's one ship both not shooting him and granting him re-rolls.

The reason (I think) people have struggled with Fett is because on the surface, people read his ability and think, "blunt instrument." He's a sledgehammer to be swung in the face of foes and smash them to little bits." But that's really not the case. It's more of an insurance policy, that when the inevitable furball happens, he's able to get through it in pretty good shape.

But with PS 8 (or 10 if that's your fancy), a big base, and an EU, that fella can move! Use that to your advantage! Don't just joust whole squadrons and think re-rolls will save you. Make them chase you, get behind them, break up the formation. Then get into the thick of it while they're in reaction mode.

He's still a finesse ship. Just a goddamn brutal one.

haha, edit made on the typo ;)

i agree with Boba. ive tried him with autoblaster but soon discovered that close range combat should be the exception and not the rule. that 2 def dice, even with rerolls is only average defense vs multiple attackers. Boba is best flown as an arc dodger opportunist. Hit and run tactics. avoid the furball unless ur taking out a wounded ship. be patient then pounce on a weakness in their formation. it takes great skill to pilot a firespray well. its not as durable as the IG-88 and can be quickly overwhelmed by a low PS swarm.

im really trying to team-up Boba and Kath in a competitive list. no easy task with all the IG-88s about.

Don't worry, I hadn't forgotten the other thread, I just thought we could benefit others by transposing some of the points here too. Food for thought and all.

The item I most want to find points for right now is inertial dampers on the aggressor. I could remove the mangler from Boba, but it makes him really good at range 3 exchanges and he's dished out some pretty crucial crits too.

I dunno, I thinin I'm pretty committed to the list as it stands for this weekend, and hopefully after I'll have some more insight as to what needs reworking.

Mostly I'm just happy that Fett had been working out for me so far. He's been much derided since his scum incarnation, but I'm a happy customer.

Fett is a beast! I love him and been waiting since wave 2 to finally fly him with another bounty hunter!

Your list does look fine. If there was one thing I would personally change is remove the Mangler on Fett and give Inertial Dampeners to IG, that would leave 3 points for another upgrade.

My suggestion for this weekend is look at what you really get from the Mangler on Fett and think about if it is really worth the 4 points you invest. Denying one defense dice at range 3 and the conversion of a hit to a crit is nice, but is it really worth 4 points? Is it really more important than to give Inertial Dampeners to IG-88B?

You've already tasted the value of Inertial Dampeners on Fett, but believe me, it is even better on IG. In my list, I have it on both, and I get more value out of it from IG than Boba. Quite frankly, it is a failsafe for IG. Since you k-turn/S-Loop a lot, there will be a time, especially when you don't have Adv Sensors to be able to boost before, when you won't be sure if you can pull it off, if your opponent won't predict it and block you. If it happens, you are left facing the wrong direction and stressed, so you won't be able to turn next turn. With Inertial Dampeners, you can prevent this situation once per game. Plan your k-turn/S-Loop, and if he try to block it, put on the brake and you now have a valid target right into your line of sight; if he doesn't block it, do your move as intended. As long as you have your Inertial Dampeners available, believe me that your opponent will take it into account and be more wary about where he goes to try to block your ship, the worst thing that can happen to your IG.

So this weekend, just think about it. Is the Mangler Cannon on Fett really worth 4 points? And was there some situation where an Inertial Dampeners would have been nice on IG? Then compare results. If you think you would get more value out of the ID, then the next question will be what to do with those 3 points left? A Gunner on Fett instead of the Tactician? A Ion Cannon on Fett for more control? Upgrade the ID on Fett for a Hot shot Blaster? A bomb or a mine on either ship?

I'd definitely be curious to see a Boba/Kath list do well. I've only flow Kath and Emon together. It did okay until I faced dual IGs. I got trounced. So I did a rematch, rethinking my opening. Got trounced harder. Prox mines never rolled great but I don't/can't blame my loss on them.

At the end of the day, aggressors have dice advantage both on offense and defense over firesprays. And doubling up on firesprays just doubles down on that disadvantage.

I'm hoping re-rolling Boba and a veteran IG will swing it back in my favor. Two of my buddies are running dual IG for the tourney on Saturday, so I suspect I'll have at least one chance at it.

Anyway, thanks for keeping the conversation going fellas! I'll be adding some more anecdotes after this weekend and will be able to add more than just armchair generalship.

What kind of Kath?!

Just kidding, I know what you meant. I really like Kath too and have had good results with her. But I've really struggled against dual IGs with her. If they can get behind her at range 3, they can trade shots with her all game and come out on top. Sure, she gets 4 dice but they've got 3 agility and autocorrectors.

So while I still love Kath, I've concluded that her ability kind of makes her predictable. She's gonna either turn away or try to fly past. While she delivers a really powerful shot to one ship, it's fairly easy to get multiple ships firing back. From there she is easily pushed to the board edge and either needs to present a flank for a turn to swing around, or K-turn. In either case, she's just a mando merc with VI until she gets a chance to fly past again.

Boba is less constrained with flight patterns. He can use either arc with no preference so he can't be predicted or herded easily. If you block him, that's one ship both not shooting him and granting him re-rolls.

The reason (I think) people have struggled with Fett is because on the surface, people read his ability and think, "blunt instrument." He's a sledgehammer to be swung in the face of foes and smash them to little bits." But that's really not the case. It's more of an insurance policy, that when the inevitable furball happens, he's able to get through it in pretty good shape.

But with PS 8 (or 10 if that's your fancy), a big base, and an EU, that fella can move! Use that to your advantage! Don't just joust whole squadrons and think re-rolls will save you. Make them chase you, get behind them, break up the formation. Then get into the thick of it while they're in reaction mode.

He's still a finesse ship. Just a goddamn brutal one.

Exactly! There is trap with Boba. His ability read go into range one, but really, that's not a spot you should go to, unless it is in your terms. 2 defense dice, reroll or not, can fail you pretty fast against 4 dice attacks. That's why I love flying him with Lonewolf, in a two ship build, it is easy to stay at range 2 from each other and it combines really well with his ability. You just need one enemy ship at range 1 to reroll both defense dice and half your attack dice.

With Engine Upgrade, you have a very good control on the distance. You can either get close or get out fast. At range 3 with Lone wolf, he can be surprisingly resiliant.

Edited by Red Castle

Hey how'd you sneak that reply in there RC?! Didn't even see it.

Yeah I'm definitely going to be paying strict attention to the Mangler on Fett. Like I said, it did help before but you might be right that it isn't worth the points.

If I do drop it, my inclination would be to go with Dampeners on IG and give Fett an Ion. I totally see the value of ID on the aggressor. In my last game on Tuesday, there were 3 As blocking and harassing him. If i had an E-brake tp pull the blocker would've shot well in the lead, another bumped and wouldn't have had a shot, and the 3rd would've been too far forward om the right for a shot. That would've been awesome!

2 ions seems silly in a 2 ship list but it would scare the bejeezus out of big ships. Better stay away from that board edge! Besides, at range 3, I'm not likely to do more than one damage with the primary guns anyway (depending on what I'm shooting of course).

I considered a seismic or prox but I'm just not good enough with them to get the value. At least an ion cannon doesn't go away if I use it at the wrong time.

Hey how'd you sneak that reply in there RC?! Didn't even see it.

Yeah I'm definitely going to be paying strict attention to the Mangler on Fett. Like I said, it did help before but you might be right that it isn't worth the points.

If I do drop it, my inclination would be to go with Dampeners on IG and give Fett an Ion. I totally see the value of ID on the aggressor. In my last game on Tuesday, there were 3 As blocking and harassing him. If i had an E-brake tp pull the blocker would've shot well in the lead, another bumped and wouldn't have had a shot, and the 3rd would've been too far forward om the right for a shot. That would've been awesome!

2 ions seems silly in a 2 ship list but it would scare the bejeezus out of big ships. Better stay away from that board edge! Besides, at range 3, I'm not likely to do more than one damage with the primary guns anyway (depending on what I'm shooting of course).

I considered a seismic or prox but I'm just not good enough with them to get the value. At least an ion cannon doesn't go away if I use it at the wrong time.

The dreaded Tactician+Ion Cannon Combo does sound nice. Range 1 you get 4 dice plus at least one reroll(probably 2 thanks to lonewolf); Range 2 you get a ion+stress combo attack; range 3 you benefit from your better defense and can still ion the target if you don,t expect to do more than one damage anyway. Sounds good to me.

Added benefit: my friends that have been running dual IGs both HATE control builds. Not just because of that list, just in general. It would be a better opportunity to annoy them.

The reason (I think) people have struggled with Fett is because on the surface, people read his ability and think, "blunt instrument." He's a sledgehammer to be swung in the face of foes and smash them to little bits." But that's really not the case. It's more of an insurance policy, that when the inevitable furball happens, he's able to get through it in pretty good shape.

But with PS 8 (or 10 if that's your fancy), a big base, and an EU, that fella can move! Use that to your advantage! Don't just joust whole squadrons and think re-rolls will save you. Make them chase you, get behind them, break up the formation. Then get into the thick of it while they're in reaction mode.

Amen to that. I've been flying my PS10 Boba with EU, Tactician and various cannons for a while now, and I'm definitely learning that the R1 rerolls is a bonus, not something you strive for. been having much better luck flying it like you described.

i agree with Boba. ive tried him with autoblaster but soon discovered that close range combat should be the exception and not the rule. that 2 def dice, even with rerolls is only average defense vs multiple attackers. Boba is best flown as an arc dodger opportunist. Hit and run tactics. avoid the furball unless ur taking out a wounded ship. be patient then pounce on a weakness in their formation. it takes great skill to pilot a firespray well. its not as durable as the IG-88 and can be quickly overwhelmed by a low PS swarm.

im really trying to team-up Boba and Kath in a competitive list. no easy task with all the IG-88s about.

Had a blast playing Boba+Kath. Against dual IG it's a toss up and comes down to dice. The good thing is, usually you don't shoot at R3 and that means you deny the autothrusters on the IG unlike when turrets shoot at them.

I'd definitely be curious to see a Boba/Kath list do well. I've only flow Kath and Emon together. It did okay until I faced dual IGs. I got trounced. So I did a rematch, rethinking my opening. Got trounced harder. Prox mines never rolled great but I don't/can't blame my loss on them.

At the end of the day, aggressors have dice advantage both on offense and defense over firesprays. And doubling up on firesprays just doubles down on that disadvantage.

I'm hoping re-rolling Boba and a veteran IG will swing it back in my favor. Two of my buddies are running dual IG for the tourney on Saturday, so I suspect I'll have at least one chance at it.

Anyway, thanks for keeping the conversation going fellas! I'll be adding some more anecdotes after this weekend and will be able to add more than just armchair generalship.

the biggest thing about winning against aggressors with Firesprays (especially Boba+Kath) is to use the higher PS to your advantage. Almost every competitive dual IG mirror match has been won by the one who moves later. Now treat the Firesprays similarly, except they have a rear arc, one of them shoots 4 dice out of that rear arc, and both should have engine to arc dodge the IGs. If you can do that, then it's a very good matchup. Better offense+defense doesn't help you if you have no one to shoot at and the other person shoots you back (and doesn't trigger your autothruster).

Thanks for the reply Kryzak!

I found initiative to be EXTREMELY important in the games I played (and lost) against dual IGs when I did Kath and Emon. Both times I got to choose and both times I chose to have it and it pained me. The reasoning was that if I had initiative Emon could throw a proximity mine side-armed into their robofaces according to where they are when we set dials, not where I hope they will be.

While that worked, it also meant they could use adv sensors to its full potential since I moved first. Boost when you can dodge, evade when you can't shoot, etc. That's why I went VI on my aggressor. I'm not gonna bother with the initiative game.

In my second game, when I played against another IG, I managed to get the first engagement with my aggressor between asteroids. Between my base size, and rocks on either side, it meant he couldn't S-loop or K-turn behind me. Since I moved second, I knew he had to move and therefore knew I could jump behind him.

It really highlighted for me the importance of PS against the 2 brobots and convinced me that as long as I'm anticipating those showing up in frequency, I've got to use VI on mine.

It's funny, really. I never bought into the high PS being a necessary counter against phantoms. It certainly works, but I just preferred to go with 5 ships, block, blast, and wait for them to roll poorly. Problem is, they don't just die from a single or a couple bad rolls. I've got to shoot them constantly. INCESSANTLY.

Fortunately they're setting the PS standard lower to a 7+. I can beat them in PS without feeling like I'm completely breaking the bank to bid to a high PS against a ship I MIGHT face.

Edited by Sekac

Yeah, I'm actually quite impressed by how they balanced the Aggressors. If they were PS7, they would be near broken. The PS6 forces people to decide between PtL (which is super powerful on Aggressors) or VI (which is crucial in mirror matches against other aggressors). And when you do VI, there are still quite a few ships that move after you that can easily kill you (phantoms, interceptors, even firesprays that move later and played well). That large front arc is great, but it's way too easy to boost or BR out of it and then the aggressor has no shot.

I'm definitely learning in every single game I play with those ships, and they're super fun to play but not very forgiving if you miss an S-Loop, land on a rock, or have no shots. Then you're just sitting duck, even with all those HP and agility dice. :)

im thinking an ion on boba as well as the aggressor would help in the double aggressor matchup.

For tomorrow I think I'm just going to move the ID to the aggressor. With only the one arc and poor action economy when blocked, I think he needs it more than boba.

I was very close to changing it, but I'm gonna leave the mangler on Fett for the time being. But I will do my best to make mental notes about its usefulness in each game tomorrow.

What it really came down to, is I've noticed that this list struggles to finish other lists in 60 (or even 75) minutes. I need to play the MoV game.

Manglers kill and ions stun. I've got to kill.

im concerned most about the double IG-88 lists out there. they kill and stun then kill some more :(

Edited by The_Brown_Bomber

For tomorrow I think I'm just going to move the ID to the aggressor. With only the one arc and poor action economy when blocked, I think he needs it more than boba.

I was very close to changing it, but I'm gonna leave the mangler on Fett for the time being. But I will do my best to make mental notes about its usefulness in each game tomorrow.

What it really came down to, is I've noticed that this list struggles to finish other lists in 60 (or even 75) minutes. I need to play the MoV game.

Manglers kill and ions stun. I've got to kill.

That's also what I noticed with this list, for some reason it just doesn't do enough damage in 60 min to win easily. I've barely eeked by even in 75 min matches, even with HLC on the IG-B and a Manger on Boba (to get better R3 shots).

For tomorrow I think I'm just going to move the ID to the aggressor. With only the one arc and poor action economy when blocked, I think he needs it more than boba.

I was very close to changing it, but I'm gonna leave the mangler on Fett for the time being. But I will do my best to make mental notes about its usefulness in each game tomorrow.

What it really came down to, is I've noticed that this list struggles to finish other lists in 60 (or even 75) minutes. I need to play the MoV game.

Manglers kill and ions stun. I've got to kill.

That's also what I noticed with this list, for some reason it just doesn't do enough damage in 60 min to win easily. I've barely eeked by even in 75 min matches, even with HLC on the IG-B and a Manger on Boba (to get better R3 shots).

i think its a tradeoff between PS and firepower versus other two ship lists. double IG-88 lists have the edge in firepower and a slight edge in durability as well. only having one IG-88 in the list reduces ur damage output. having a gunner effect on both ships gives the double IG-88 lists a big advantage in the early stages of the game. ur on a clock in kill one asap this matchup could be statistically bad for firespray+IG lists.