How to handle Dual IG-2000

By Extropia, in X-Wing

I just put up an article on this topic. Check the link in my sig.

Good write up, thanks!

I've been considering the YT-2400 again post Autothrusters. What do you consider "Super Heavy" Dash? Just classic 58?

Yeah, it's to distinguish HLC Dash from Mangler Dash. I probably should have explained that in the article, it was a bit of a rush job.

I just put up an article on this topic. Check the link in my sig.

Good article!

Especially the bit about asteroid placement - I tried out some of your suggestions at this evenings game night at my LGS and went 2 for 0 against the best player in the club's Biggy+Ciggy tournament list - and I was just running what i thought was a fun knockabout BBBA list.

Vertical lines of asteroids / debris work VERY effectively to force difficult maneuvering choices on the bots.

I just put up an article on this topic. Check the link in my sig.

Good article!

Especially the bit about asteroid placement - I tried out some of your suggestions at this evenings game night at my LGS and went 2 for 0 against the best player in the club's Biggy+Ciggy tournament list - and I was just running what i thought was a fun knockabout BBBA list.

Vertical lines of asteroids / debris work VERY effectively to force difficult maneuvering choices on the bots.

Could you or TVBoy please elaborate on the asteroid placement? It's probably just me (non-native speaker here), but the asteroids in the article look horizontal to me (ABC form a horizontal line relative to the board edge).

I'm curious about the thought process.

Thanks!

vertical.png

Edited by Celes

I took rear admiral and three ties today against duel aggressors didn't lose a ship but they were beat up by the end, with EU I either kept them in arc or at range one so AT didn't massively effect things for the decimator.

Ties blocked well denying actions and three green dice naked Arnt that great.

Hi all

This has probably been asked, but my search skills suck, so apologies.

What are the best ways to deal with double IG lists at present? They are dominating my local meta pretty hard, and i'd rather try to beat them than join them.

I have access to pretty much everything, though i only own 2 B-Wings and 1 Phantom (for tactician) so Panic Attack is a problem for me.

throw a swarm at them.

i used in a touarnement:

Howlrunner swarmtactics

4x Academy pilot

and Soontif fel with autothruster and PTL

called the List Howl and the Baron ( yeah veeeeery imaginative right ;p... ? )

well it ended up with a draw 100/100 points lost on both sides cause his IG had dead man switch and blew the last hit points from the baron with em it was a veery funny match but without the dead man switch i would have beaten it the draw was amazing btw.

I wish the Aggressor had been made with a base size between small and large (medium). It´s really hard to get the flight patterns right with those beasts. As someone else pointed out they are very often just a 3 naked green dice large base sitting there for everyone to shoot at. I think dual Aggressors have a really hard time getting through a tournament without facing a difficult matchup (especially with PS6). I wonder if it´s not simply better to match IG-88B (the most popular IG anyway) with either Boba or Kath.

I just put up an article on this topic. Check the link in my sig.

Good article!

Especially the bit about asteroid placement - I tried out some of your suggestions at this evenings game night at my LGS and went 2 for 0 against the best player in the club's Biggy+Ciggy tournament list - and I was just running what i thought was a fun knockabout BBBA list.

Vertical lines of asteroids / debris work VERY effectively to force difficult maneuvering choices on the bots.

Could you or TVBoy please elaborate on the asteroid placement? It's probably just me (non-native speaker here), but the asteroids in the article look horizontal to me (ABC form a horizontal line relative to the board edge).

I'm curious about the thought process.

Thanks!

vertical.png

Yeah that confused me too a little at first - the rocks are labelled but there's no explanation of what the labels mean

I interpreted it to mean you want to try to set up your obstacles so that your approach looks something like this:

2r21w1g.jpg

So Iggy is forced to either hard turn through the closest gap - then spend a boost action to get a shot , which in this scenario would put him right where the Bs want him - or go straight and most likely miss a shot altogether, and allow the B's to K-turn and chase him. It also prevents the buddybot from lining up with him and focusing fire - they either have to split up or go through in single file .

I wish the Aggressor had been made with a base size between small and large (medium).

you do realize they need a weakness, right? :P

and no, ps 6 is a sh*tty weakness

for one it's quite high and for two it creates hilariously skewed matchups where the low PS pilots become hopelessly lost and the high PS pilots don't give a toss

fat arses means they can be checked with obstructions, which are a universal presence

Edited by ficklegreendice

I just put up an article on this topic. Check the link in my sig.

Good article!

Especially the bit about asteroid placement - I tried out some of your suggestions at this evenings game night at my LGS and went 2 for 0 against the best player in the club's Biggy+Ciggy tournament list - and I was just running what i thought was a fun knockabout BBBA list.

Vertical lines of asteroids / debris work VERY effectively to force difficult maneuvering choices on the bots.

Could you or TVBoy please elaborate on the asteroid placement? It's probably just me (non-native speaker here), but the asteroids in the article look horizontal to me (ABC form a horizontal line relative to the board edge).

I'm curious about the thought process.

Thanks!

vertical.png

Yeah that confused me too a little at first - the rocks are labelled but there's no explanation of what the labels mean

I interpreted it to mean you want to try to set up your obstacles so that your approach looks something like this:

2r21w1g.jpg

So Iggy is forced to either hard turn through the closest gap - then spend a boost action to get a shot , which in this scenario would put him right where the Bs want him - or go straight and most likely miss a shot altogether, and allow the B's to K-turn and chase him. It also prevents the buddybot from lining up with him and focusing fire - they either have to split up or go through in single file .

Thank you, this explains in a way even i understand ;)

Also thanks TVboy for updating that blog post, i think people like me didnt notice that A,B and C were actually the same asteroid.

I just put up an article on this topic. Check the link in my sig.

Good article!

Especially the bit about asteroid placement - I tried out some of your suggestions at this evenings game night at my LGS and went 2 for 0 against the best player in the club's Biggy+Ciggy tournament list - and I was just running what i thought was a fun knockabout BBBA list.

Vertical lines of asteroids / debris work VERY effectively to force difficult maneuvering choices on the bots.

Could you or TVBoy please elaborate on the asteroid placement? It's probably just me (non-native speaker here), but the asteroids in the article look horizontal to me (ABC form a horizontal line relative to the board edge).

I'm curious about the thought process.

Thanks!

vertical.png

Funkleboy explained it pretty well with his Vassal pic, and I added a caption to my pic in the article explaining what the letters meant, which I guess I forgot to do.

You want your asteroids to line up vertically, in columns, to restrict the Aggressor's horizontal positioning options, and keep your ships close to the column you create and on the opposite side of it as the enemy Aggressors, either by deploying on the side that is more crowded with obstacles (which Aggressors will stay away from), or by moving your ships over during the first 2 turns.

[deployment]

X......

X......

X....X

[deployment]

Players often stagger their asteroids out of habit to restrict vertical movement across by the board by formations, like below.

[deployment]

...X...

X....X

...X...

[deployment]

But Aggressors like this kind of obstacle placement because it allows them to bank through the diagonal gaps between the obstacles.

Note that this strategy does not outright beat Aggressors, they are a very flexible ship, what it does is help limit their movement and positioning during the game.

I can probably borrow a 4th B-Wing before our next games.....how would 4 B's with accuracy correctors look? better to still try the stress route?

2 damage against 3 green dice is bleh

you should at least have three fire control systems, though

as vorpal said, you're probably not spending focus on the defense and a tl + focus has some absurdly high probability for all your dice to come up hits (3 to 4, rather than 2, for cheaper provided you set it up)

Yeaaaah 2 damage vs their green (and it can be way more than just 3 with an aggressor, sensor jammers and stealth or AT make it worse) just doesn't cut it.

i had 2 tie advanced X1s with AC have an IG2000 in ARC for an entire game without hitting it. Sure, AC nullifies sensor jammer, but sensor jammer nullifies not using the AC when you range 1. With at least 4 defense die (stealth device)He was rolling at least 2 evades entire game.

I just put up an article on this topic. Check the link in my sig.

Good article!

Especially the bit about asteroid placement - I tried out some of your suggestions at this evenings game night at my LGS and went 2 for 0 against the best player in the club's Biggy+Ciggy tournament list - and I was just running what i thought was a fun knockabout BBBA list.

Vertical lines of asteroids / debris work VERY effectively to force difficult maneuvering choices on the bots.

Could you or TVBoy please elaborate on the asteroid placement? It's probably just me (non-native speaker here), but the asteroids in the article look horizontal to me (ABC form a horizontal line relative to the board edge).

I'm curious about the thought process.

Thanks!

vertical.png

Technically, on a tabletop, that would be a Sagittal line, not a Vertical line.

Vertical is how the models are floating over their bases :)

Could you or TVBoy please elaborate on the asteroid placement? It's probably just me (non-native speaker here), but the asteroids in the article look horizontal to me (ABC form a horizontal line relative to the board edge).

I'm curious about the thought process.

Thanks!

vertical.png

Technically, on a tabletop, that would be a Sagittal line, not a Vertical line.

Vertical is how the models are floating over their bases :)

Fair enough, although X-Wing is a 2-D game unlike Line-of-Sight/elevation games like 40k, so there's no reason to think about the game in 3 dimensions. It's impossible to divide the board with a transverse plane, because the board is the entire transverse plane. I consider the deployment zone to be the X-Axis (horizontal) and the line connecting the deployment zones to be the Y-Axis (vertical).

To stay on topic, I will say that I think the most important part of beating the IGs is having guns that are big enough to get through those green dice. In my first game against a 2 IG list when it first came out (B&C w PTL and Adv Sensors) I got it down to 1 ship and 1 hull with 3 Prototypes (my other ship was Super Mangler Dash, who did zero damage and died in 5 turns), using the strategies I talked about in my article, vertical asteroid clusters, keeping pressure on one ship, always threatening range 1 and being in his face when he k-turned so I could block him on the next turn. Even with all that though, after almost 2 hours of trying to kill those things, my A-Wings just couldn't deal enough damage with their 2-dice through the IG's defenses. Even on turns when I was able to block the IG perfectly and have range 1 shots with all my other ships, I would only average about 1 damage per attack. I also had the advantage of experience on my side as well, he had only been flying them for a day, and I have several months of experience flying Prototypes.

If you're having problems against IGs, and the bulk of your list is 2-dice attacks, you might want to think about changing your list. That's why IGs are so good against Fat Han lists, in addition to autothrusters, then can also just ignore the Z-95s while they go after Han.

Edited by Tvboy

Interesting topic. Read most of it and seems like everyone has they're own ideas about how to deal with the dual 88s. I ran into this in a 100 pt game. I had Wedge, 2 X Wings and Z95 and most I could throw was 3 dice while they got 3-4 defence. Frustrating for sure and got my a** handed to me. Haven't gone up against it since but still trying to,figure out a way to deal with them.

Turns out i handled it just fine.....they are remarkably hard to fly, and easy to block the second they get stress.

Went 3rd in our 26 person tournament :)

Turns out i handled it just fine.....they are remarkably hard to fly, and easy to block the second they get stress.

Went 3rd in our 26 person tournament :)

First off...most excellent!! :)

Secondly, I'm kinda curious to know what list you used?

Again, good job

Edited by Deagles

Yeah flechette cannons come in handy against aggressors, if they can't turn they can't shoot you.

Agree with most people here.

We had a game night kit on sunday, and I had two games (my first) against paired Aggressors.

Main things I came away with:

  • Blocking them is very easy. Because it's a large base, it's very hard to clear anyone in front. A small based ship just off-centre about 3 1/2 base lengths in front can effectively block the ship's entire suite of green manouvres to that side - and advanced sensor boosts and segnor's loops.
  • Hug a board edge and you close off their ability to manouvre in that direction, which makes pinning down manouvreable ships much easier
  • Get in close. Hanging back and trading long range shots will not work, because a combination of cannons, autothrusters and IG-88B's ability make them one of the best snipers in the **** game.

I just put up an article on this topic. Check the link in my sig.

gr8 article. good tactical advice. dual aggressor lists are here to stay. imo the secret to beating them is understanding their movement dial and getting in their blindspots.