Hlc is better versus Chewy, B's, Leebo and Corran. I feel like Mangler is better against more of the field. I ran hlc and ptl the first time I ran robots. Ever since then it's almost always been double mangler.
Fellow Brobots, what's beating you?
I find my self turning around a lot so I can't use ptl that much. Predator always works.
The divide between predator and ptl seems to be based on your style of flying. For some, PTL will always be the right choice, for others, such as myself, PTL will always be the wrong choice. It really depends on one factor: You.
Brobots came out in force at the Boston regionals. It seemed like every list was RAC Fel or Brobots. There were brobot mirror semi finals , and a brobot player won the whole regional. It was really an awesome match too, that final.
Brobots came out in force at the Boston regionals. It seemed like every list was RAC Fel or Brobots. There were brobot mirror semi finals , and a brobot player won the whole regional. It was really an awesome match too, that final.
How did you end up making out? I squeaked into 15th with 4-2.
Every single matchup I played against was a 2 ship build, the lowest PS all day was PS6, and all the games were full 100-0 wipes one way or the other.
I came in 17th, just a few MOV behind you, 4/2 as well. I lost my 6th match against Derek, who went on to the Top 4 in a fantastic series of games. I did take down the fabled 8 Z swarm in round 5, down to the last Z. All in all, a glorious day, and ever so close to top 8. Came down to just a couple rolls.
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!
I was one the other IG88 players to make the cut at the UK Nationals. I faced my nemesis Dash and was knocked out on the first round of the cut. I managed to get him down to 1hp but he was a bugger to keep in arc - he was millimetres out 2-3 times. Mangler Dash doesn't worry me, but HLC Dash is an issue for the Aggressors
I agree that autothrusters and advanced sensors feel mandatory. Like Jesper I run B with mangler and C with the HLC. This is more than just a firepower choice, it's also to split my opponents target priority as it makes C an obvious threat whilst I want to protect B as his ability has more potency.
I also use inertial dampeners on both. I find them important against arc dodgers. I beat a regional winner during Swiss flying Fel, Whisper and a Vi mauler mithel. I wouldn't have won without inertial dampeners.
I also run stay on target as my EPT. It turns them into pre-nerf phantoms against lower PS. It was interesting watch Jepser's approach to flying in the final as the choice of EPT changes everything. My Aggressors run laps of the board hitting and running, whilst Jesper was often nudging his ships forward and rarely slooping - it was nothing like my approach. Great design by the FFG team.
I never considered a serious threat Dash "Doughnut" Rendar. I went against him on my second swish round and he was only able to fire on me twice. Once on the initial approach and once that he managed to get at range two. All other turns I was either at range one with one of the robots or crashed on him. Either way it was fine for me. ![]()
I did have to break my usual rule of "Robots stay at range 3" and fight him at range one.
I find that the most serious threat to the robots comes from a well flown Veteran Whisper, Wedge with R3-A2 and to a lesser extend to a well flow swarm.
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!
I was one the other IG88 players to make the cut at the UK Nationals. I faced my nemesis Dash and was knocked out on the first round of the cut. I managed to get him down to 1hp but he was a bugger to keep in arc - he was millimetres out 2-3 times. Mangler Dash doesn't worry me, but HLC Dash is an issue for the Aggressors
I agree that autothrusters and advanced sensors feel mandatory. Like Jesper I run B with mangler and C with the HLC. This is more than just a firepower choice, it's also to split my opponents target priority as it makes C an obvious threat whilst I want to protect B as his ability has more potency.
I also use inertial dampeners on both. I find them important against arc dodgers. I beat a regional winner during Swiss flying Fel, Whisper and a Vi mauler mithel. I wouldn't have won without inertial dampeners.
I also run stay on target as my EPT. It turns them into pre-nerf phantoms against lower PS. It was interesting watch Jepser's approach to flying in the final as the choice of EPT changes everything. My Aggressors run laps of the board hitting and running, whilst Jesper was often nudging his ships forward and rarely slooping - it was nothing like my approach. Great design by the FFG team.
I think it's very interesting how the subtle change of EPT changes how the entire Double Aggressor build functions. Like you, I have come to the same conclusion with regards to the cannon upgrades and forcing targeting priority choices on the opponent. Unlike you, I dislike equipping Inertial Dampeners because I have found that ironically it makes me more predictable. When an opponent knows you have them equipped, they will often prepare for possible slow-rolling. Not equipping them suggests the intention to go fast and, as you have remarked, I often play my Aggressors very slow indeed which has caught opponents off-guard.
I was really pleased to see Stay on Target IGs in the Top 4 though. I've always thought that build could really hammer it competitively. Kudos to you for making it. Shame I didn't get a chance to see your games; would have loved to watch and see how you play the build.
Every single matchup I played against was a 2 ship build, the lowest PS all day was PS6, and all the games were full 100-0 wipes one way or the other.
Had a similar experience in KC. I placed 11th with: B&C, Predator, Autothrusters, title, and Advanced Sensors on both, Mangler on B and HLC on C.
I flew against two ship builds 4 games out of 6, and only had 2 games where any ships at all moved before I did (Binayre Pirates in one game, Gold Squadron Y-wings in another). It made boosting with Advanced Sensors easy: very rarely was anyone in my way.
One of the games I played was Chirpy and Rexler both with VI, so both his ships were moving at PS10!
Brobots came out in force at the Boston regionals. It seemed like every list was RAC Fel or Brobots. There were brobot mirror semi finals , and a brobot player won the whole regional. It was really an awesome match too, that final.
How did you end up making out? I squeaked into 15th with 4-2.
Every single matchup I played against was a 2 ship build, the lowest PS all day was PS6, and all the games were full 100-0 wipes one way or the other.
This is what I'm talking about when I complain about the dumb nuance-less 2 ship meta. Games end up being wipes, being determined by single points of damage, single upgrade cards, single large ship boosts, etc.
This is what I'm talking about when I complain about the dumb nuance-less 2 ship meta. Games end up being wipes, being determined by single points of damage, single upgrade cards, single large ship boosts, etc.
In my experience, it is pretty common for games to be decided on single turns, single rolls of the dice, single action taken (or not taken), etc. That isn't impacted at all by how many ships you fly.
Such a moment happened in the final match at the Boston regional. After an hour and 30 minutes of Brobots vs RAC Fel, it finally came down to a huge back and forth until finally Soontir blanked out against two crits. A minor explosion ended the game. It didn't really matter how many ships were brought, if it had been Soontir plus swarm it would have likely ended the same way.
This is what I'm talking about when I complain about the dumb nuance-less 2 ship meta. Games end up being wipes, being determined by single points of damage, single upgrade cards, single large ship boosts, etc.
In my experience, it is pretty common for games to be decided on single turns, single rolls of the dice, single action taken (or not taken), etc. That isn't impacted at all by how many ships you fly.
It's magnified when a single remaining hull point is the difference between netting 50-60 MoV and losing 88-100.
Edited by ParaGoomba SlayerWith some time before the next major event for me, I started experimenting with Opportunist on one HLC Iggy. So far, it's worked out pretty well.
I had one critical loss during Boston regionals. I lost to Cracken with Swarm tactics, Biggs, and two Adv sensors ps2 Bwings. I got him down to one B-Wing, but it took quite a while to get that far along. He eventually got solid arcs on me with the Blues and I finally ran out of ways to run away reliably. With 17 minutes left on the clock, running away didn't seem viable. I absolutely thought I had the match right up until I killed Cracken. The B-wings were finally free to move as they pleased, and I had lost Iggy B. My efforts to keep Biggs out of arc worked against me in the long run. I had spread damage around too much in a bid to drop the B-Wings early.
My efforts to keep Biggs out of arc worked against me in the long run. I had spread damage around too much in a bid to drop the B-Wings early.
Trying to get cute and dodge Biggs tends to backfire more often than not, in my experience. Best to just bite the bullet and kill Biggs as soon as you can. Especially if he's escorting B-wings; he's got the same amount of firepower and is much easier to kill, so even without his ability it makes sense to get rid of him first and leave your opponent with less dice to throw back at you.
I was one the other IG88 players to make the cut at the UK Nationals. I faced my nemesis Dash and was knocked out on the first round of the cut. I managed to get him down to 1hp but he was a bugger to keep in arc - he was millimetres out 2-3 times. Mangler Dash doesn't worry me, but HLC Dash is an issue for the AggressorsThe 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!
I agree that autothrusters and advanced sensors feel mandatory. Like Jesper I run B with mangler and C with the HLC. This is more than just a firepower choice, it's also to split my opponents target priority as it makes C an obvious threat whilst I want to protect B as his ability has more potency.
I also use inertial dampeners on both. I find them important against arc dodgers. I beat a regional winner during Swiss flying Fel, Whisper and a Vi mauler mithel. I wouldn't have won without inertial dampeners.
I also run stay on target as my EPT. It turns them into pre-nerf phantoms against lower PS. It was interesting watch Jepser's approach to flying in the final as the choice of EPT changes everything. My Aggressors run laps of the board hitting and running, whilst Jesper was often nudging his ships forward and rarely slooping - it was nothing like my approach. Great design by the FFG team.
I think it's very interesting how the subtle change of EPT changes how the entire Double Aggressor build functions. Like you, I have come to the same conclusion with regards to the cannon upgrades and forcing targeting priority choices on the opponent. Unlike you, I dislike equipping Inertial Dampeners because I have found that ironically it makes me more predictable. When an opponent knows you have them equipped, they will often prepare for possible slow-rolling. Not equipping them suggests the intention to go fast and, as you have remarked, I often play my Aggressors very slow indeed which has caught opponents off-guard.
I was really pleased to see Stay on Target IGs in the Top 4 though. I've always thought that build could really hammer it competitively. Kudos to you for making it. Shame I didn't get a chance to see your games; would have loved to watch and see how you play the build.
It was great to see Aggressors win a big event. They were clearly designed to be competitive and they are. Unlike turrets however they are incredibly unforgiving of mistakes and that alone makes them infinitely more interesting.
Congrats again on your win. Now go and do it again in November ![]()
Plus, inertial dampeners is more important to me against high PS than it would be for you. Against high PS my EPT is redundant (other than reacting to the phantom decloak - again, great re-design FFG). I like to think of inertial dampeners as my back up EPT in those situations.
Oh and perhaps you'll have the opportunity to see me play as a group of us have decided to make the trip to the Nordics in August - we all had too much fun at the UK nationals to pass up another opportunity.
Edited by Vargas79I've been running B & C both with ptl, adv sensors, manglers, autothrusters and inertial dampeners. While I haven't had many games with them, I prefer the symetetrical load out, though I do feel that losing ID on both and having a HLC on C is better, I just prefer having both my ships the same.
I quite like ID as the possibility of using them often makes your opponent worry about them, and it's saved me once or twice (in one game a I was near the edge and my opponent ran a Z in front of me to block me, so I just ID and next turn the Z flew off
).
I'm quite happy that Floof won the nationals, as he had been practising with that list pretty much since scum came out, while the other 186th pilot in the final (chewie and corran) had started flying that list on the Wednesday before!
Having flown vs Floof many times, he's really good at forcing tough target priorities, and self bumping to keep ships in arc.
I feel that PTL and adv sensors is the best option for dual IG's, but it really does depend on your playstyle.
Just won a Spring Tournament flying Ig's B & D. B had mangler and D had hlc and both had predator, adv, and auto. Went 4-1 winning on mov which I think predator helped with. Not sure if I prefer to ptl though. Maybe I'll try ptl on one and pred on the other. D's ability was useful a couple of times but think I'll go back to C. The list that beat me was flown really well and was rexlar with pred and hlc, dark curse, academy and omicron with vader!
It looks like this would be the right thread for my question ![]()
Since Brobots and Dash & Corran show up a lot in the area our team is driving to for Regionals, we're curious how this matchup plays out. Though we have one Brobot player, we're lacking somebody playing Dash & Corran, so we can only guess how the match works between those two.
Looking through this thread here it seems like some find it a hard matchup for brobots while others claim it to be an easy win. I guess the truth is somewhere between, but it would be great if somebody may have the time and explain what's important in this match and what to watch out for.
The only thing we came up with so far is that PS is probably really important here. Dash having VI for example would make it much harder for the Bots to get into range 1 (at least I guess so
) ... but even then we have no idea how much of a deal this is.
On paper it looks favourable for the bots imo, VI on Dash or not, but I guess it's a tricky matchup, since it probably depends who can focus his fire better. 2 Bots shooting with FCS and Gunner at Dash or Corran make them pretty sad, but Dash firing a focused HLC plus Corran throwing two 4 dice attacks at a robot sounds pretty nuts too.
Would be awesome if someone more experienced could give us some feedback on this, thanks a lot, cheers ![]()
Half the match is the 3 asteroids placement of the brobot player and the other half if the 3 asteroid placement of the brobot player.
Corran has the same limitation for asteroids as the brobots and brobots need space to maneuver.
Invest in forcing Corran to chose going through a dense asteroid field to get to the brobots or having to face them head on.
It looks like this would be the right thread for my question
Since Brobots and Dash & Corran show up a lot in the area our team is driving to for Regionals, we're curious how this matchup plays out. Though we have one Brobot player, we're lacking somebody playing Dash & Corran, so we can only guess how the match works between those two.
Looking through this thread here it seems like some find it a hard matchup for brobots while others claim it to be an easy win. I guess the truth is somewhere between, but it would be great if somebody may have the time and explain what's important in this match and what to watch out for.
The only thing we came up with so far is that PS is probably really important here. Dash having VI for example would make it much harder for the Bots to get into range 1 (at least I guess so
) ... but even then we have no idea how much of a deal this is.
On paper it looks favourable for the bots imo, VI on Dash or not, but I guess it's a tricky matchup, since it probably depends who can focus his fire better. 2 Bots shooting with FCS and Gunner at Dash or Corran make them pretty sad, but Dash firing a focused HLC plus Corran throwing two 4 dice attacks at a robot sounds pretty nuts too.
Would be awesome if someone more experienced could give us some feedback on this, thanks a lot, cheers
Dash is a really rough or fairly manageable matchup depending on one factor: do the Aggressors have VI?
If yes, getting into Range 1 (or just Dash into arc) is fairly trivial.
If not, prepare to get really good at guessing and covering your flanks.
Problem is that with VI, you lack the defensive actions to survive Corran pumping hits into you twice in one turn.
Problem is that without VI, you will struggle to pin down Dash.
Half the match is the 3 asteroids placement of the brobot player and the other half if the 3 asteroid placement of the brobot player.
Corran has the same limitation for asteroids as the brobots and brobots need space to maneuver.
Invest in forcing Corran to chose going through a dense asteroid field to get to the brobots or having to face them head on.
That's interesting - so just to get it right, you advice to put up a dense field of obstacles against them? Actually sounds pretty counter-intuitive ... sure, Corran has to navigate through it too, but Dash doesn't really care. And even if it annoys Corran, it probably annoys both Bots just as much.
Dash is a really rough or fairly manageable matchup depending on one factor: do the Aggressors have VI?
If yes, getting into Range 1 (or just Dash into arc) is fairly trivial.
If not, prepare to get really good at guessing and covering your flanks.
Problem is that with VI, you lack the defensive actions to survive Corran pumping hits into you twice in one turn.
Problem is that without VI, you will struggle to pin down Dash.
Thanks a lot! ![]()
As mentioned above, how would you rate a game against Dash not running PTL but VI? Chances are that he'll get into range and out of arcs more easily, however since he lacks PTL / Keyan then, he'll probably won't have as much punch as normaly.
Since Brobots and Dash & Corran show up a lot in the area our team is driving to for Regionals, we're curious how this matchup plays out. Though we have one Brobot player, we're lacking somebody playing Dash & Corran, so we can only guess how the match works between those two.
There's some chatter up-thread about Corran and Dash vs. Brobots. I don't feel like it is an easy win. Any game of Brobots vs. a list with Corran is not going to be "easy".
Dash is pretty killable, because Brobots are card-carrying members of the IHOP fan club; they love eating pancakes. The key to Dash is to do what he wants you to do anyway: hang back at Range 3 and keep a nice, wide arc that he can't get out of with his post-dial shenanigans. Remember that with Autothrusters at Range 3 (or out-of-arc), a focus token is better on defense than an evade.
Corran is the slippery one in this build. He doesn't have much HP, but he has enough that if you don't take him down when he gives you the chance, you may not get another one. He and Fel have that in common. My experiences with Corran are that it will generally take a round or 2 of focused shooting to wipe him out; the only way you'll get him all at once is if your opponent just blanks out on his greens. His desire to regenerate his shields can make him somewhat predictable; you have to use that to your advantage without letting your opponent catch you sleeping while he pulls a white maneuver you weren't expecting. He's a hard one to chase. Dash will be shooting the crap out of you while you're chasing Corran, but if you get the chance to kill him you have to take it, IMHO. It may be the last one you get.