Fellow Brobots, what's beating you?

By PlayerNine, in X-Wing

I've never faced corran/dash. But I'd treat it the way I treat corran/falcon builds. Pressure dash and stay out of range one of Corran. I'd like to kill Corran first, but that just is not realistic usually.

It is usually a challenge to kill Corran first. If you can manage to get him in both arcs in one round you can probably pop him; even getting him in arc of one ship on consecutive rounds might be enough (depending on how Corran is loaded out). Corran without PTL is much more fragile than a Corran who can turtle up with a focus and evade.

The other thing to consider is that Dash is probably worth more points as well as being a squishier target. If you can drop him without losing an Aggressor - no easy feat with Corran nipping at your heels, I admit - you are sort of in the driver's seat as even if you do eventually lose an Aggressor, you should still be up on points (enough for a modified win, at least).

It's definitely a tough match. How do you generally deploy and approach against Corran/dash, and what of the giant debris?

It's definitely a tough match. How do you generally deploy and approach against Corran/dash, and what of the giant debris?

My experience has been that most players will separate Dash and Corran. I will typically sell the farm to try and kill Corran first; with the Aggressor's speed you can cross the board pretty quickly and get right up in his face and hopefully pound him into dirt. I managed that in a store championships and Corran melted in one round of combat before he got to double tap. Autothrusters and semi-decent greens should keep Dash from blowing you off the board early.

The problems start, as they always do in this build, if you try and fail to kill Corran.

Some Dash/Corran players have adopted a slow play tactic with Corran against Brobots, basically offering up Dash early on while Corran 1 forwards and barrel rolls, stalling back in his deployment zone. The idea here is that in a Corran versus Aggressor end-game, Corran will win; they are willing to trade Dash for 1 Aggressor in order to generate that result. If you find yourself in this instance, getting Dash's HLC off the board isn't the worst thing you can do, so I say take the bait, chew it up, and spit the shattered hull of Outrider back on the table. Take whatever Aggressor he starts shooting at and move it out of range. Force Dash to split damage between your two ships; rotate them in and out of range until Dash is dust. Corran will invariably come out to play at some point, but you've already committed to Dash, so put him down while you still have 2 guns in the field.

Asteroid placement can be tricky against a savvy opponent. I will typically put my 3 rocks in the corners so that the field in the center isn't quite as densely packed. I haven't had too many issues with avoiding rocks flying an Aggressor. Their dial is pretty forgiving in that regard (though I do miss the hard 3).

TLDR: Try and kill Corran first; if they hold him back and send Dash out, feel free to grind Dash down, he's probably worth more points anyway.

It's a challenging match up, to be sure. Another list that I have struggled against but only faced a few times is Whisper/Soontir/Shuttle. I normally have no issue flying against either Soontir or Whisper. In the late game, I find Iggy to be very capable of taking them down, but together, they pose a whole new threat.

My initial plan in this match up is to speed in and try to peg either Soontir or Whisper on the side of the board as fast as possible, when their movement options are most limited. Unfortunately, that's about the extent of my strategy and that never seals the deal.

It's a challenging match up, to be sure. Another list that I have struggled against but only faced a few times is Whisper/Soontir/Shuttle. I normally have no issue flying against either Soontir or Whisper. In the late game, I find Iggy to be very capable of taking them down, but together, they pose a whole new threat.

My initial plan in this match up is to speed in and try to peg either Soontir or Whisper on the side of the board as fast as possible, when their movement options are most limited. Unfortunately, that's about the extent of my strategy and that never seals the deal.

In this matchup, I definitely make Soontir the priority. Even with a great shot lined up it's very difficult to take Whisper down in one turn. Damage her, and she's likely to just book out and at that point you've just taken the bait. In most games against Whisper + xyz, I leave Whisper for last.

At that point, you can use one IG to block and the other to shoot. Or, if you only have one IG remaining, tank her shots until the game goes to time because one Aggressor is almost always worth more points. Trying to joust Whisper with a single IG at PS6-8 isn't going to work unless you get very lucky.

I'll tell you what isn't beating BroBots, 4BZ when the player of that list has no idea of how to fight the Bots... :huh: . I think I should have had a decent chance against the list, but the player flying the list was very, very good at putting the Bros exactly where he needed to.

Edited by MechGumbi

I'll tell you what isn't beating BroBots, 4BZ when the player of that list has no idea of how to fight the Bots... :huh: . I think I should have had a decent chance against the list, but the player flying the list was very, very good at putting the Bros exactly where he needed to.

4BZ is a tough match for the 'bots in the hands of someone who sits down with an idea of how they want the game to unfold. Dropping B-wings is tough, and the Aggressor player will have a lot of defense rolls to make.

As an Aggressor in this match, it is more critical than ever that you control the range of the engagement. You need Autothrusters to win, IMHO. If you can't engineer a Range 3 shot - or, even better, a shot where you are out of all of the opponent's arcs entirely - don't try for it. Fly fast, change your position, and come at things a different way. The Aggressor is infinitely more maneuverable than a 4BZ list, and has to milk that advantage for all it is worth.

The BBBBZ matchup is favorable. You just have to be patient. Chip away at range three and don't let them corner you.

Would you joust 4BZ? With double HLC, you may be able to take one out each round or every other round. Killing any three ships should be a win for you on MOV.

Have Brobots faced a lot of Imp Kath/VI/Gunner/Mangler? AS IGs are brutal, and you'd think stacking stress would help, but I'm curious if there's enough damage output (depending on what she's paired with).

Would you joust 4BZ? With double HLC, you may be able to take one out each round or every other round. Killing any three ships should be a win for you on MOV.

I'll say what I said earlier in the thread: IG doesn't mind jousting at Range 3. Under no circumstances does he want to joust at Range 1. I will say that don't enjoy a straight on joust with an Aggressor because it puts the opposing ships right where you will need to be next turn and makes you easier to block. I have done it, and if you can engineer a bump in the right situation it's not always so bad, but I try to avoid it.

Problem with Imp Kath vs Iggy is the HLC's. If Iggy is rolling a crit, it's usually followed by 2-3 hits. Imp Kath is pretty unlikely to cancel those crits to trigger her ability.

Have Brobots faced a lot of Imp Kath/VI/Gunner/Mangler? AS IGs are brutal, and you'd think stacking stress would help, but I'm curious if there's enough damage output (depending on what she's paired with).

I've played against stress generation builds, if that is what you are asking. Not Imperial Kath, but various iterations of the Rebel Stressbot. I have not run into full-blown Panic Attack, though a local player has taken that list up of late and I want to get in some practice with him.

One stress a round is really not a lot to be overly concerned with. The Aggressor dial can shed this easily, and though it may limit your options in the immediate future, the Aggressor is fast enough with its dial and boost that you can maneuver your way back into a meaningful position in fairly short order.

Builds that stack stress - such as Panic Attack - are definitely more of a problem. Again the match becomes about controlling the range of the engagement. You want to sit at Range 3, the Panic player wants you at Range 2 (for Tactician) or Range 1 (for extra attack dice). The overall strategy in this matchup is similar to playing against BBBBZ, I think, but the execution is made more difficult by the pain you will suffer for failure to play the range game well.

Would you joust 4BZ? With double HLC, you may be able to take one out each round or every other round. Killing any three ships should be a win for you on MOV.

2x Blues + Z-95 = 56 points = modified win (with 1 dead IG88)

3x blues = 66 = full win

In tournaments with >64 players you typically mathematically need 25 tournament points to make the Top 8 cut, so with 6 rounds:

Automatically make the cut:

  • 6 full wins (30 points)
  • 5 full wins and 1 modified win (28 points)
  • 4 full wins and 2 modified wins (26 points)

Make the cut with good MoV on tiebreakers: *

  • 5 full wins (25 points)

Might make the cut: **

  • 3 full wins and 3 partial wins (24 points)
  • 4 full wins and 1 partial win (23 points)
  • 3 full wins and 2 partial wins (21 points)

Don't make the cut:

  • 4 full wins (20 points)

* Depending on how many players over 64 there are, plus how many round 1 super byes are given, there will be six 5-1s and two 6-2's, so MoV tiebreakers may not matter.

** Only makes the cut if there are exactly 8 players that have 5+ wins, otherwise you lose out on tournament points to the lowest MoV 25 point 5-1 player.

So, where does this leave you in regards to vs 4BZ:

If you kill 3 B's, then you automatically get a full win unless you get wiped. Objective met.

If you kill 2 B's and a Z, then you only get a modified victory if you lose an IG-88. To ensure you make the cut, you need to win the rest of your games with full wins. You can afford to get a 2nd modified win provided everything else is a full win (6-0 with 2 modified wins), but if you take a loss then you'll have 23 points and you're almost certainly out, depending on how many players there are.

Tactically, nuking the Z early is pretty easy, and is a great anti-blocking tactic. But if the game goes to time, you will still need to kill three B-wings to ensure victory.

Edited by MajorJuggler

Have Brobots faced a lot of Imp Kath/VI/Gunner/Mangler? AS IGs are brutal, and you'd think stacking stress would help, but I'm curious if there's enough damage output (depending on what she's paired with).

I've played against stress generation builds, if that is what you are asking. Not Imperial Kath, but various iterations of the Rebel Stressbot. I have not run into full-blown Panic Attack, though a local player has taken that list up of late and I want to get in some practice with him.

One stress a round is really not a lot to be overly concerned with. The Aggressor dial can shed this easily, and though it may limit your options in the immediate future, the Aggressor is fast enough with its dial and boost that you can maneuver your way back into a meaningful position in fairly short order.

Builds that stack stress - such as Panic Attack - are definitely more of a problem. Again the match becomes about controlling the range of the engagement. You want to sit at Range 3, the Panic player wants you at Range 2 (for Tactician) or Range 1 (for extra attack dice). The overall strategy in this matchup is similar to playing against BBBBZ, I think, but the execution is made more difficult by the pain you will suffer for failure to play the range game well.

I agree with the one stress point, I'm just trying to think through ways of making Aggressors pay for going to Range 3. At Range 3, they're rolling 3 tokened dice with Autothrusters (Assuming I'm using Mangler & front arc), will likely evade the first attack, and probably the second. The worst possible results with Gunner would then be Crit on first round or double stress on both attacks, with the second being more likely at Range 3.

Would you joust 4BZ? With double HLC, you may be able to take one out each round or every other round. Killing any three ships should be a win for you on MOV.

I play Mangler and attack range three and run a lot. Plus I play Predator which lets me melt Blues.

Also amazing how many times I can boost->k turn/s loop early to get out of arc.

Have Brobots faced a lot of Imp Kath/VI/Gunner/Mangler? AS IGs are brutal, and you'd think stacking stress would help, but I'm curious if there's enough damage output (depending on what she's paired with).

She's real tough when she's mangler with Rebel Captive. In those matchups I joust and run a lot.

Lost tonight versus scum Kath and Boba. Mostly because I forgot about Boba's gunner.

Every time I beat Brobots it's because the person flying them wasn't competent enough to stack HLC and FCS, or spends all of their actions on boosts so that they're rolling unmodified dice every single turn. No one really slow rolls with HLC either, which should be done especially considering range 3 Authtusters.

Also, abusing the board edge against them is nice. Also helps to create a tightly packed cluster of obstacles, in effect creating another no-go zone for them like the board edge does.

If I every Brobots player went with the Terminators list it'd be significantly more scary than, "Oh look I can Advanced Sensors boost+evade and then do a segnor's loop, isn't that cool! Now I'm in the perfect spot behind all of your X Wings to roll hit focus focus blank."

There are some variations you could go with for sure, Adrenaline Rush is good on them considering how much they rely on Sloops and K Turns. All this funky stuff with bombs and Mangler is a waste though.

Against B's you can scoot in front of them, block their K Turn, and Sloop/Kturn behind them next turn. Might not want to park range 1 in front of a whole BBBB lol, but you can abuse their 2 K Turn's inability to clear your large bases.

Edited by ParaGoomba Slayer

No one really slow rolls with HLC either, which should be done especially considering range 3 Authtusters.

Slow rolling with a large base and no barrel roll is kind of... well, impossible. IGs can often be too fast for their own good. They force Range 3 by making strafing runs, not slow-rolling.

If I every Brobots player went with the Terminators list it'd be significantly more scary than, "Oh look I can Advanced Sensors boost+evade and then do a segnor's loop, isn't that cool! Now I'm in the perfect spot behind all of your X Wings to roll hit focus focus blank."

Something I've learned with 88s is that not getting shot at is the top priority. If it means the occasional bad roll or otherwise sacrificed attack, so be it. Better to be behind the X-wings rolling hit-focus-focus-blank (and even then, it still has Predator & Gunner. Or should, unless the player in question is truly incompetent) and taking no return fire, than in front of them rolling hit-hit-hit-hit and taking 3-12 dice to the face.

Edited by DR4CO

I also lose vs. rebel control mostly. Chiraneau Fel is not that scary to me and i don't even run HLC, i go with Mangler and Advanced Sensors. Its not as good in mirror matcjes but against interceptors its near autowin because i will usually get a crit or 2 through even on Fel. Against Chiraneau its equally scary because i had him crippled to uselessness more than once...

I've just won a UK Regional and came top 4 in the Nationals using IG B and IG C both with PTL, AdvS, Mangler, AutoT and Dampners.

My experience with this build has shown me that for my play style AdvS is essential. I can't count the amount of times I was able to reposition advantageously because I could boost first. Also, when I fly against top players I'm gonna get blocked, sometimes by them and at other times I'll do this intentionally to take away a shot or use one of my own ships to block the other to slow it down etc; at those times that action you get from AdvS can make all the difference in my opinion.

The fire power of this build was an issue at times and I have no doubt that I will add at least one HLC. I chose to take two Manglers over one HLC because I wanted Dampners on both for positioning but I hardly used them and they will not make my next IG build.

Autothrusters saved me many, many... times and I wouldn't leave home without them. Once I learned to put my faith in them I was able to be more aggressive with my actions.

PTL is great but I'm starting to wonder about Predator instead. I do find myself Slooping and Kturning quite frequently which makes PTL redundant and the extra fire power Pred gives me would help me take down the likes of Corran when I get the opportunity!

IG's B and C are the best for 100pt dogfight in my opinion. There was the odd occassion where D's Sloop would have been nice but often I was able to boost first to accomplish almost the same thing and opponents are less likely to expect it. In several games the free evade when boosting really helped at the end.

The builds I struggled most against were Dash and Corran who I lost to in the Swiss of Nationals and Chewie and Corran who I lost to in the top 4. I made some mistakes and they were both expert flyers!

PTL is great but I'm starting to wonder about Predator instead. I do find myself Slooping and Kturning quite frequently which makes PTL redundant and the extra fire power Pred gives me would help me take down the likes of Corran when I get the opportunity!

IG's B and C are the best for 100pt dogfight in my opinion. There was the odd occassion where D's Sloop would have been nice but often I was able to boost first to accomplish almost the same thing and opponents are less likely to expect it. In several games the free evade when boosting really helped at the end.

Congrats!

I took B & D to the Tulsa, Oklahoma regional and was not pleased with my showing (2-3). I know that at least two of my losses were operator error, though, and I am strongly considering running them again this weekend in Kansas City. I ran one Mangler and one HLC in that build, and I like having both cannons available to me, as I think it provides more tactical options (and some ships are just really allergic to crits).

I've just won a UK Regional and came top 4 in the Nationals using IG B and IG C both with PTL, AdvS, Mangler, AutoT and Dampners.

...

PTL is great but I'm starting to wonder about Predator instead. I do find myself Slooping and Kturning quite frequently which makes PTL redundant and the extra fire power Pred gives me would help me take down the likes of Corran when I get the opportunity!

IG's B and C are the best for 100pt dogfight in my opinion. There was the odd occassion where D's Sloop would have been nice but often I was able to boost first to accomplish almost the same thing and opponents are less likely to expect it. In several games the free evade when boosting really helped at the end.

The builds I struggled most against were Dash and Corran who I lost to in the Swiss of Nationals and Chewie and Corran who I lost to in the top 4. I made some mistakes and they were both expert flyers!

Hello mate, that was you! Shame I didn't get a chance to play you that day. Was good to see another Aggressor player along with me in the Top 4. We had quite similar builds but it seems like we fly them quite differently.

There's a good case to be made for Predator but I hardly ever find myself Slooping or Kturning. I have so far massively preferred the tactical flexibility of Push the Limit, but I'm aware that's probably down to my own personal style of play.

Did you stick around to watch the final against Chewie/Corran?

Yeah, I watched it! One of the best games I've seen! I've also watched some of your vassal games (I'm not a stalker, honest). You definitely play more aggressively than me and I've learnt quite a bit from watching you.

I'm gonna be playing more tournaments in the future around London and the south so I'm sure you'll get the chance to crush me some other time!