Regionals Advice -- How to Beat Brobots?

By Ailowynn, in X-Wing

I'm heading to Regionals on Saturday and am fairly confident against most lists . . . but I've never faced 2x IG-88. So, quite simply: what advice do you have on beating the Brobots? What are their strengths and what are their weaknesses?

For the record, the list I'll be flying is 2 x Blue + FCS, 1 Blue + FCS + E2 + Tactician, and a stresshog.

Weakness is large obstacles - the big rock and the debris fields come to mind. They have a big base and no turret, so maneuverability is an issue for them.

The problem I find with Brobots is not so much dealing with them, but in dealing with them and also dealing with everyone else present.

On their own, they are pretty easy to beat. They can't get over PS8, so variants on Soontir + VI-Fel + Carnor...or anything else that camps around PS8 with a good initiative bid or PS9, and can make multiple post-dial-reveal maneuvers...just tears them to pieces.

Those "elite skilled arc-dodgers" aren't quite awesome builds vs a lot of other stuff that hits the table, though - notably, anything turret. Sadly, autothrusters just aren't powerful enough to counterbalance turret shens.

It depends on the build. One with PTL and FCS will be easier to block than one with Dampeners and Advanced Sensors.

Ideally, pick one and focus out as much as possible until dead. Clusters of obstacles can help. If you can stick them with stress, you'll eliminate their ability to S-Loop, but they'll still be able to run away if they can get behind you.

flechette torpedoes work nice if you can shoot them.

But I don't think they will be the top meta dominating list. They made an appearance but not as big as Corran-Dash or Fat Han or doubile decis.

Fly close to or through asteroid fields it makes their s loop and green moves obvious allowing you to avoid fire arcs much easier.

Flying near a board edge works aswell.

Remember green dice fail so you throw enough dice their way they die like anything else.

Generic advice:

- Asteroids at range 2x2 of a corner on your side of the field can be problematic for their k-turns and their S-loops. If you can drag the fight there, so much the better.

- When fighting IG-88B, consider using tokens so that you only suffer one damage and prevent him from using his ability.

- The HLC variants cannot use their cannons with IG-88Bs ability on the same target at range 1.

For more specific advice, you'd need to post your build.

I'll second the advice about obstacles. I try to get a cluster of rocks in a useful position. It will create a no-go zone for the Aggressors and give you both an area to attack from and some extra green dice to mitigate damage. They'll tend to have to swoop around to turn around instead of performing a K-turn or Sloop. That can buy you a turn or two. More if you stress them. With B's and Y's, IG88-B with HLC is not pulling its weight as much as it would against higher AGI targets, so you've got that going for you. Combined with stress, the Aggressors will have a hard time turning around as well. If you can use asteroids to block of a place where you don't want them to be, you'll be in pretty good shape.

Stay near the board edge. It's part of your list against brobots.

For more specific advice, you'd need to post your build.

He did.

Biggest thing is try to pin one in and focus it down. If your opponent manages to cause you to divide your shots onto both, you'll be in trouble. Your list should be fairly strong against them however. Once you double or triple stress one, it will be pretty limited. It can be tough, but try and spread your formation out a bit so they can't S-loop in behind you. If they have advanced sensors, a boost forward and an S-loop or K-turn covers an alarming amount of ground. Be mindful of that.

Edited by Jo Jo

I'm heading to Regionals on Saturday and am fairly confident against most lists . . . but I've never faced 2x IG-88. So, quite simply: what advice do you have on beating the Brobots? What are their strengths and what are their weaknesses?

For the record, the list I'll be flying is 2 x Blue + FCS, 1 Blue + FCS + E2 + Tactician, and a stresshog.

Which tournament are you going to?

Pretty sure he's coming to the Denver regional.

Ailowyn, I've found that brobots are very susceptable to 2 exploits. Blocking/action denial, and asteroids. Not unlike an interceptor, an actionless IG is toasty, it just takes 3-5 shots instead of 1. Also remember that a large base is longer than R1 on the diagonal. Keep your 'roids tightly clustered and there's a better chance they'll clip one. Other than that, same ol, same ol. Focus fire, kill, rinse, repeat. Even with AT against a turret, they're not that scary. Or I'd play them :P

Whoops, my bad for not reading the build (missed that line for some reason).

Ok, so specific advice:

- Give your opponent the initiative if you can, if he places an asteroid near the range 2x2 of a corner, you've found that spot that you want to fight on: try to pack asteroids tightly on that edge of the board (it will make it a pain for him to maneuver).

- If you head for a front collision, try to keep as few b-wings in a straight line with the aggressors, especially if he has advanced sensors. He can charge you, bump and the next turn, you can't do you 2-k turn (but if he is not stressed, he won't have the same problem.

- Do your best not to engage him at range 3: no tactician and he will have autothrusters: he wins on all counts. Take some time to measure on a mat prior to the competition, especially for head on attacks. Keep in mind that the Aggressor can do a 3 straight + boost to get in the range that he wants. You can even bump your ships the first round to make sure that you don't get in attack range.

That's all that comes to mind right now.

You have one of the two main weaknesses of Brobots: stress. If they are stressed, they can't 1. use Adv Sensor shenanigans (pre move boost or other action); 2. Use PTL effectively (especially combined with Adv Sensors); and most importantly 3. Can't K-turn or S-loop (which is what makes them the most unpredictable, and even better with Adv Sensors). Thus, get that stress on them whenever able, maybe even giving up a R1 shot with a Tact BW to stress his buddy at R2.

Also, remember the rule of 11 when setting up in joust positions. If you don't want a T1 shooting engagement (which will be at R3), then the max speed you can do is 1 off the starting line. He will probably go fast on the first turn, so a move of 3 fwd+base (2)+boost 1+base (2) = total distance of 8 traveled. So if you go speed 2 with the front ships on the starting line, they will barely be in R3 of his boosting bot, which is not good.

Edited by Texx

I think a good strategy is to start the match explaining how annoyed you get by the name "Brobots" and repeatedly insist it be called Dual IG88s or Dual Aggressors or Dual IG2000. This'll offer some form of distraction, and if you are annoying enough about it, it might put your opponent on tilt, harming his game play, haha.

:P :p

You have one of the two main weaknesses of Brobots: stress. If they are stressed, they can't 1. use Adv Sensor shenanigans (pre move boost or other action); 2. Use PTL effectively (especially combined with Adv Sensors); and most importantly 3. Can't K-turn or S-loop (which is what makes them the most unpredictable, and even better with Adv Sensors). Thus, get that stress on them whenever able, maybe even giving up a R1 shot with a Tact BW to stress his buddy at R2.

Also, remember the rule of 11 when setting up in joust positions. If you don't want a T1 shooting engagement (which will be at R3), then the max speed you can do is 1 off the starting line. He will probably go fast on the first turn, so a move of 3 fwd+base (2)+boost 1+base (2) = total distance of 8 traveled. So if you go speed 2 with the front ships on the starting line, they will barely be in R3 of his boosting bot, which is not good.

As far as the starting movements go, if he offsets his ship a tad to your ship on the starting line, even if you only go 1 forward he can 3 straight and then boost to the side and have you at range 3. Either set up as far to the side as you can or don't start at the front of your starting zone.

Weakness is large obstacles - the big rock and the debris fields come to mind. They have a big base and no turret, so maneuverability is an issue for them.

^this

Stay near the board edge. It's part of your list against brobots.

^^and this (the table edge is the most deadly obstacle of all)

your list seems very well tailored to screwing brobots over. As much as they detest obstructions with their fat asses and single arc, they also hate stress. Because they actually have to care about their facing unlike turrets, removing their ability to perform red maneuvers really makes them jump through hoops to align consecutive rounds of shooting.

Do not chase the brobot when it runs away because of stress. You will never catch it. Instead, if you are in a position where you can force one to **** off due to stress, you should seize the opportunity to swing around and hammer the other one instead of wasting turns running after something you will never catch.

Am I one of those rare edge-hog Brobot players? I focus a significant portion of my strategy within range 2 of a given edge. It's definitely where I am most comfortable flying.

I prefer the edge also. I'm pretty good at not flying off the board.

I prefer the edge also. I'm pretty good at not flying off the board.

It's not about trying to fly you off the board it's about making you more predictable for blocking and getting shots.

S loops and k turn gives you alot of movement so you need to reduce that down some.

I prefer the edge also. I'm pretty good at not flying off the board.

It's not about trying to fly you off the board it's about making you more predictable for blocking and getting shots.

S loops and k turn gives you alot of movement so you need to reduce that down some.

Even with not being able to turn in one direction I'm left with ten maneuvers. More when you factor in boosting. Plus I always run Dampeners. Which can be a huge swing.

It's not about trying to fly you off the board it's about making you more predictable for blocking and getting shots.

S loops and k turn gives you alot of movement so you need to reduce that down some.

Yeah, a cornered Brobot is a dead brobot. I've been running mini-swarms and control lists and have hd few problems with the dual IG88 builds. Suck'em in to asteroids or push them to a corner, surround them, block mooves and focus fire one at a time and they go down pretty quickly. Since they only have a forward arc if one tries to run a well-placed blocker means you can stopo it and kill it without it getting much in the way of return fire.

FBA headhunters block and still do damage all you need is a heavy hitter for them to escort.

If found out last weekend that a lowly X-Wing Rookie with R3-A2 can put more hurt on them than any high PS pilot.

I know the tournament was today, so it's too late to give advice to you, but for anyone else out there, stressing them and blocking them are great moves. Preventing them from taking actions and from S-looping is what will do it. Well, that and flying right.

What usually happens is the B will fly slow in the middle and try to draw you in. B gives you Gunner for free, so everyone likes to kill that one first. People use it as a trap. The other one...the one with HLC that isn't B, will flank you and try to blast you as much as possible with the HLC. If you can slow roll them and then go for the one with HLC first, it is the best bet. Also, it puts your opponent off their game. Oh, but try not to let them know what you are doing until the last minute.

Pretty sure he's coming to the Denver regional.

Could be Atlanta. That's today, as well, and pretty big. Don't forget about us South East players.