Competitive Single Aggressor... any suggestions??

By Rodzilla, in X-Wing Squad Lists

I finally bought the Aggressor... and omg.. i want 4 of them now to play casuals with my friends. They are intense. I only have 1 currently, so I'm looking for a real competitive Single Aggressor build. Thinking Aggressor + Firespray-31? Maybe aggressor and some Y-Wings? Throw all your great ideas in here, im anxious to get something good going, ya'll!

I"m thinking about an aggressor + Starviper build, since by strange accident, they are the only scum ships I own.

Hehe. The Starviper is cool! They are also the only two ships right now with the S-Loop maneuver so you got a cool theme. I find myself wondering how the hell id even play the starviper though. Hes not a big team player (granted, it IS Prince Xizor we're talking about here). Id like to use him more for sure. What you thinking bout equipping them up with?

I"m thinking about an aggressor + Starviper build, since by strange accident, they are the only scum ships I own.

I have one I like:

Boba

PTL

Recon Specialist

Autoblaster

Shield Upgrade (Engine Upgrade would be better, but I don't own the card)

Seismic Charge x2

Guri (Starviper)

Bodyguard

Virago

Advanced sensors

Proton Torpedoes

I like this build because bodyguard and Guri naturally work together since getting Guri at range 1 is very beneficial. It also works with Boba who wants to be at range one as well. So Guri and Boba both get into range 1, Guri uses an extra focus to bodyguard Boba then Boba unloads into the enemy ship and is more likely to stay alive. I don't know if this is incredibly viable though, I have only tried it once, but it was a lot of fun.

I run:

IG-88C — Aggressor 36

Expert Handling 2

Advanced Sensors 3

Heavy Laser Cannon 7

Autothrusters 2

Syndicate Thug — Y-Wing 18

Autoblaster Turret 2

Unhinged Astromech 1

Engine Upgrade 4

BTL-A4 Y-Wing 0

Syndicate Thug — Y-Wing 18

Autoblaster Turret 2

Unhinged Astromech 1

Engine Upgrade 4

BTL-A4 Y-Wing 0

It's a pretty aggressive force, win quick or die...

Edited by pchappel

-Texan, nice build. I like Boba being in range one as a Scum pilot. He is much more lethal that way. But im looking to use the aggressor

-pchappel, Im gunna try your out today after work. playtest it against my roommate. I got a pickup game on saturday that ill go and test some build on these noobs here in my area. ;) thanks.

Anyone else?

Hehe. The Starviper is cool! They are also the only two ships right now with the S-Loop maneuver so you got a cool theme. I find myself wondering how the hell id even play the starviper though. Hes not a big team player (granted, it IS Prince Xizor we're talking about here). Id like to use him more for sure. What you thinking bout equipping them up with?

I wouldn't use xisor, I'd use guri

Starvipers make GREAT escorts for large base ships. They are agile, hit hard, and can be very hard to hit in return. The base level Starviper can also be a blocker and set up firing lanes.

2x Black Sun Enforced+Autothrustes

IG-88B+PTL+Mangler+ID+Autothrusters

This is a very maneuverable build that hits hard! An alternate version of this build is to remove Autothrusters on the Starvipers and give IG-88B Adv. Sensors. This way he can take his two actions first and then clear the stress with a green maneuver. I actually find that version to be better than the one I have listed. If your play area is heavy in turrets, keep the Autothrusters and replace IG-88B's PTL with Predator or Outmaneuver.

Regardless, use your PS1 Starvipers to block and keep the lanes your IG-88B will use clear. Think ahead and use your maneuverability to force your opponent into bad spots. Remember, shots with tokens is better than ANY shot without. Force your opponent to constantly be the guy defending and shooting without the aid of tokens.

Bounty Hunters

IG-88B

-Veteran Instincts

-Heavy Laser Cannon

-Advanced Sensors

-Autothrusters

-Inertial Dampeners

Boba Fett

-Push the Limit

-Engine Upgrade

-Recon Specialist

-Inertial Dampeners

Both PS8, Boba can boost to get in range one, then Push for a focus (giving two due to Recon), giving nice re-rolls and tokens for both offence and defence. The IG is build to keep a distance, almost certainly doing some decent damage with his ability and the HLC, while staying very safe (agility 3 + range bonus + autothrusters). Sensors to get action before looping, turning, bumping or stepping on the brake with Dampeners. Haven't played with it yet, but may give a shot at some point soon.

I see most people LOVE that Engine Upgrade. I know its cool by giving you boost... but is there something else about it that I'm missing?

Edited by Rodzilla

I see most people LOVE that Engine Upgrade. I know its cool by giving you boost... but is there something else about it that I'm missing?

Not being shot at is a great way to stay alive. Sometimes the Firespray needs a little help turning around as well. Although, I personally wouldn't take an engine upgrade without the K4 crew. This way I get a TL to help with my attack. Naked dice suck.

I see most people LOVE that Engine Upgrade. I know its cool by giving you boost... but is there something else about it that I'm missing?

Many people really like it on large ships as is makes them move even further, but personally not a massive fan per definition: I'd only take it if the ship can take another action (generally with Push the Limit) or has a pilot talent that allows for dice modification. Hence taking it on the Boba above: he has PtL to still get a (double) focus, and not only could his own special rule allow him to re-roll some dice, the boost can be used to get him in range 1 to get those re-rolls. Using the bank-boost on a Firespray can also be useful to turn a bit and get ships in your (auxiliary) arc.

Not being shot at is a great way to stay alive. Sometimes the Firespray needs a little help turning around as well. Although, I personally wouldn't take an engine upgrade without the K4 crew. This way I get a TL to help with my attack. Naked dice suck.

Hence PtL to get focus, and Boba as he already can have re-rolls. Would be more inclined to get the K4 on Kath; a target lock isn't quite as great for Boba. Wished there were two crew slots, Recon+K4 would be lovely.

100 points

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Cartel Spacer [“Heavy Scyk” Interceptor, Hull Upgrade, “Mangler” Cannon] (23) x 2


IG88-B [Predator, Advanced Sensors, “Mangler” Cannon, Ion Cannon, “Hot Shot” Blaster, Autothrusters] (54)


This is the shell of a list I have been toying around with. I started with the Manglers as HLCs on the spacers, but then I cannot fit Ion cannon on the 88.


Also, Manglers might be better since they shoot after IG88 and may fire after shields are down to make use of that crit.


I really like the way it plays...the 88 gets up there and the Scyks slow roll as much as possible with support (2 strait or 1 banks back and forth). The threat of ion plays mind game with your opponent...and HSB can make up for when you have no good shots.

I wrote this post for a different thread, but it applies here as well, when talking about single IG2K lists:

Even in Dual IG2K lists, I try to make sure each aggressor is a monster on it's own. You want to pick a EPT that synergizes with what your droid's pilot ability lets you do.

For example, B has an amazingly offensive, no-action-required ability that helps ensure damage dice rolled means damage dealt. I normally pair him with Sensor Jammer to make him more defensive, Predator or Lone Wolf to maximize his shots not needing actions to hit, and primarily boost or evade as actions while flying him.

C, meanwhile, is all about action economy, granting a free evade while you boost. Push the Limit does well on him, giving you a third action to help you land your one shot per round (again, assuming he's on his own), a Heavy Laser Cannon to toss as many dice as possible at all ranges, Advanced Sensors lets you boost, get the free evade, focus, then do one of your many green maneuvers to clear stress, alternatively you can boost for an evade then K-turn/S-loop to gain positional advantage,

D is a maneuvering beast, always finding the perfect angle for his shots. a HLC would do him well here for the same reasons as C. His ability can only be used while giving him stress, so Advanced Sensors lets you guarantee actions before your movement to improve your offense and defense. Stay on Target and Expert Handling both combo well with his 3-turn S-loops, as the opponent typically has no idea where you are going to be. Inertial Dampners is also great here, as you can use advanced sensors to trigger expert handling, then pop the dampners, letting you move sideways rather than forward (once per game)

While not played often in 100 points, A works best against large numbers of ships, as that allows him to recuperate more shields than when facing a smaller number. Making sure his attack deals the final blow to the enemy is of tantamount importance here, so a similar build to C, but with Predator over PTL is generally a good call.

For a ton of good reading on IG2K, head to the battle reports section and look for Hothie's "Road to Regionals" thread. He has (currently) 7 pages detailing his testing with various IG2K lists

As for this thread in particular, what to pair it whit depends on which one you bring and how big a threat you want it to be. B is typically a huge threat, so if you go defensive on him, you force your opponent to either target the rest of your squad and save him for last, or focus on him first, letting the remainder of your squad put some hurt on. Mangler Cartel Spacers might combo well with him, or a Firespray like Kath or Boba. D, on the other hand, is going to be flying around the board like a madman, using positioning to his advantage. Something like a pair of Ion Warthogs with the BTL title might help him line up shots on otherwise difficult to track down ships, and control where your opponent is going to be so your crazy-flipping IG can follow them.