Help needed for optional 'Twin Aggressor' squad list(Scum)

By Zazaa, in X-Wing Squad Lists

Hi.

I am going for small tournament that is between group of friends. And I am looking for some optional setups for my Dual Aggressors. I have had good success with them before against all kinds of squad builds but not with this particular squad that I am about to introduce here in a second. I do normally play with IG-88 B and D toghether, but I do think I want to try out to switch that IG-88 D to C. I seem to use fair amount of boost in my games. So here we go!

Aggressor (36)

IG-88B

-Expose(4)

-Fire Control System(2)

-Mangler Cannon(4)

-Flechette Cannon(2)

-IG-2000(0)

-Autothruster(2)

Aggressor (36)

IG-88C

-Expose(4)

-Fire Control System(2)

-Mangler Cannon(4)

-Flechette Cannon(2)

-IG-2000(0)

-Autothruster(2)

Total of 100p.

Hit points :16 and Attack Points: 6

So I have been thinking that maybe I could change that Expose from both and take Push To The Limit or Outmaneuver instead. I am not sure if I should focus on heavy damage and sacrifice some agility to gain that or just try to outmanevuer the opponen with Push To The Limit or try without and try to take advantage from the Outmaneuver skill. With those spare points I could take off that Flechette Cannon and switch Mangler to Heavy Laser Cannon and try to stay out of Range 1 so I would get full advantage from the IG-88 B pilot ability. That HLC might be to expensive for IG-88 B to fire always on second shot if missed, Mangler in that sense is much better option.

Any suggestions? I gaming tomorrow.. :)

Well,

A: You should never use expose. Not even on a Decimator.

A': Expose doesn't work with secondary weapons, like Cannons.

B: Flechette Cannon is not going to be useful for you either.

So, now that we've thrown 12 points of awful away...

Yes. You want to spend 6 points upgrading those two Manglers to HLCs. The Aggressor really wants to play at Range 3.

If you weren't already using Fire-Control Systems, I'd recommend Predator with 88B. As is, though, the two upgrades would get in each other's way, so let's keep the FCS.

Now, this is going to sound a little bit insane, but I'd recommend Expert Handling and Inertial Dampeners on them both, for the last 6 points. They both serve to provide you with ways of slowing down, and catching more foes in your firing arcs. Also, large-ship barrel-rolls are just spiffy, and shedding the enemy's Target Locks makes for a decent icing.

Okay. So I gave some thought to the changes you suggested and I came up with this list and I quite like it. Only issue with the suggestion you had is that I don't have two Expert Handling upgrade cards so I had to take something else there.

Aggressor (36)

IG-88B

-Push The Limit(3)

-Fire Control System(2)

-Heavy Laser Cannon(7)

-IG-2000(0)

-Autothruster(2)

Aggressor (36)

IG-88C

-Push The Limit(3)

-Fire Control System(2)

-Heavy Laser Cannon(7)

-IG-2000(0)

-Autothruster(2)

Total of 100p.

I think Push The Limit is good add for this squad to squeeze out all the actions for those long shots with HLC's. I did not want to take Inertial Dampeners just because I can be quite sure that all my opponents will have many pilots with high skill so I would not get all out of them so I rather not take them then. Now this squad should be quite simple to fly and stay at range 3. My opponent will play most likely with Interceptors and other opponent is using either YT-2400 with HLC and E-wing or E-wing and few X-wings and/or A-wing.

My two Aggressor list is like this:

Aggressor (36)

IG-88B

-Predator(3)

-Fire Control System(2)

-Heavy Laser Cannon(7)

-IG-2000(0)

-Autothruster(2)

Aggressor (36)

IG-88D

-Predator(3)

-Fire Control System(2)

-Mangler(4)

-IG-2000(0)

-Autothruster(2)

Optional Prox mine on D if I am in a situation where initiative doesnt matter.

Predator and FCS have limited use since you can only reroll dice one time. I'd probably change one or the other

Okay. So I gave some thought to the changes you suggested and I came up with this list and I quite like it. Only issue with the suggestion you had is that I don't have two Expert Handling upgrade cards so I had to take something else there.

Aggressor (36)

IG-88B

-Push The Limit(3)

-Fire Control System(2)

-Heavy Laser Cannon(7)

-IG-2000(0)

-Autothruster(2)

Aggressor (36)

IG-88C

-Push The Limit(3)

-Fire Control System(2)

-Heavy Laser Cannon(7)

-IG-2000(0)

-Autothruster(2)

Total of 100p.

I think Push The Limit is good add for this squad to squeeze out all the actions for those long shots with HLC's. I did not want to take Inertial Dampeners just because I can be quite sure that all my opponents will have many pilots with high skill so I would not get all out of them so I rather not take them then. Now this squad should be quite simple to fly and stay at range 3. My opponent will play most likely with Interceptors and other opponent is using either YT-2400 with HLC and E-wing or E-wing and few X-wings and/or A-wing.

So I ended up playing with this build! And I gotta say that holy s*it! That was by far the best game I have ever played and I won't deny that luck was on my side when I was throwing dice.

I played against three ships, two kick ass Interceptors and one Tie Phantom 'Whisper' as pilot. My plan was to use rule of 11 as well as I can to take advantage from the first encounter with my two HLC's, I was trying to stay as well as I could at range 3 to be able to use Autothrusters and HLC. I had lower pilot skill so I had disadvantage of shooting last, so I end up taking on the second turn and our first encounter turn all out from the Push The limit, so I did take Focus and Evade to max out agility and dodgin and I end up dodgin all from range 3. I did fire with both Aggressors on seperate Interceptors and this was where all the fun started! When I shot the first Interceptor, there was one hit coming in and my opponent almost took it in, but decided to use his evade token to spare his Stealth device and taking a risk that I will have chance to shoot with HLC and now backing it up with Target Lock and Focus and it was pretty certain four hits as it was! And for my luck he did dodge only one and blew in to bits and pieces! And so did the second Interceptor when my second Aggressor pointed his HLC agains him. So there we where, second turn in game and our first encounter, opponents force did loose 66% from his fleet strength in first encounter and now I just had to take care of the Tie Phantom and it end up being pretty easy with two Aggressor and with my luck it did not make any damage to me either.

So all in all it was much fun and it was over in less than 30min. I will try out this build in future for sure! :)

I modified my list and play tested it yesterday against a 4 B-wing and 1 Z-95 list and got away with 2 hull remaining on IG88-B and 4 hull left on IG88-D.

Aggressor (36)

IG-88B

-Stay on Target (2)

-Fire Control System(2)

-Heavy Laser Cannon(7)

-Intertial Dampners (1)

-IG-2000(0)

-Autothruster(2)

Aggressor (36)

IG-88D

-Stay on Target (2)

-Fire Control System(2)

-Mangler(4)

-IG-2000(0)

Intertial Dampners (1)

-Autothruster(2)

Still 97 points so you can have an option for a Prox mine on D or upgrade the Mangler to an HLC on D if you're in a situation where initiative doesn't matter.

The use of Stay on Target gives the Aggressors with IG88-D's ability 7 3-speed maneuvers or 5 2-speed maneuvers to chose from. At 3 speed that is (2) 3 banks, (1) 3 straight, (2) 3 S-Loops and (2) 3 S-Loops using Hard 3. Thats the most maneuverability in the game for the use of Stay on Target!

Lue.

Edited by Luethar