How to deal with dual aggressors /w autothrusters

By Antikos, in X-Wing

Hi all,

As the title says. What is the best way to deal with dual aggressors with autothrusters and either mangler cannons or heavy cannons.

Between the agility 3 and autothrusters, reroll attack, and evade boost, they are a pain to take down.

Any suggestions?

Use Dual Agressors w/ auto thrusters, and outplay your opponent ^_^

If you can't beat them, join them, eh... ;)

There must be another way!

Get them in arc at range 2 or closer and turn the Autothrusters off. You would be amazed how quickly they go down without them.

Suck them into the rocks, then block/bump.

Do the unexpected moves, screwing up their planned Advanced Sensor Boosts, etc. Made an IG fly off the board during a tournament once because I did the unexpected maneuver that blocked his Advanced Sensor Boost, then all he could do was cringe as he executed his move.

The most reliable way to deal with them is to give them stress then get behind them. They have more trouble than most dealing with stress since they move so quickly and only have a front arc.

The other most important tactic is to deny/strip them of focus tokens through blocking, aforementioned stress, or ships like Palob. 3 green dice isn't so bad without focus tokens, and you can grind them down.

Blocking and stress, or simple weight of numbers. Brobots are great against two-ship lists, very good against three-ship lists, and only okay against four-ship lists. That makes them stronger in this metagame than they "ought" to be, but they're not impossible to take down at all.

Blocking and stress are huge counters to IG-88s.

Remember: the IG-88 has only 2 speeds: Fast and Faster.

It CANNOT play slowly, and so adopts either a Disengage/Re-engage dichotomy, or are using their Segnor's Loops quite often indeed.

Get them into an extended engagement, where their maneuvers are limited and blockable, and you've got them made.

Flechette torps with munitions upgrade work wonders as well as the astromech that stresses them.

Edited by Lyconnus

I've had a weird amount of success with 5x Autothruster Alpha Squadron Interceptors against dual IG's. With Autothrusters and evade you can really put a damper on HLC gunner shenanigans provided you make that initial engagement at range 3+. Evade tokens and autothrusters aren't mandatory, you can just not use them and let a single damage through to deny gunner FCS crap. They're pretty agile and lower than 6 PS so they're good blockers, which the IG's hate.

But then again, I seem to have a lot of dice luck with the list so I'll have to play it more once I get tired of smearing ice cream on my face with quad TLT lists.

High pilot skill lets you post or barrel roll into a good position. They typically hate being at range 1 of anything.

They typically hate being at range 1 of anything.

TLT-carriers and HLC-Outriders excepted.

Shoot them until they are dead.

Although I had only a few matches, I managed to score two victories using Whisper, Soontir and a Doomshutlle.

It takes some planning, but you really want to use asteroids to your advantage. What you want to do is try to get all your guns together. The problem with that, of course, is that it's easy to dodge all your arcs, so you have use asteroids to keep you safe. Then corner an Aggressor and tear it to shreds.

Range 1 in arc. Something that Phantoms and Interceptors are fairly good at.

I have played Mangler Brobots with Predator and Advanced Sensors a lot on tournaments. I have to say they are afraid of absolutely no other list.

But there are some that might give you trouble. TLT Y-Wings or K-Wings because they can plunk you down and you can't win an attrition war. You can take down 1 per turn at the very maximum including lucky crits. So that's still a huge number of attacks coming your way. And you just can't dodge them all even with Autothrusters.

Soontir and Phantoms are okay against them. Nothing more than that. He can arc-dodge you but you can also block him with one IG and the other one just kills him dead. So that's how you handle him. Same thing with the Phantom.

Swarms are usually good against them because they can also plink you down and block you. Blocking denies the boost/evade at least, but they are the reason why i always go Mangler/Advanced sensors. I always get an action. And the Mangler eats Tie Fighters alive. So unless dice are very bad for the IGs i will win the attrition after only a few turns.

Igs hate stress. Don't let all the green on the dial fool you. Also covering larger areas to block them. Especially the advanced sensor igs that want to boost into a k turns. It takes a little doing but you can spread a formation out a tiny bit from normal (ish) pinwheel they can't get by you. Bump them with your most wounded ship and run a lot of hit points.

bombs and stress

Sadly, there is no way beating them, except lucky dice rolls...! <_<

Agreed on blocking. Especially if they take Push The Limit, or you can stress them, it's amazing how easy it is to block their entire green dial with a single fighter.

Also, connor nets are a very nice trap, as they are for all boosting big ships.

Higher PS arc dodgers? Aggressors hate Soontir Fel, Turr Phennir, Whisper and to a lesser extent Jake, Tycho and Echo.

Thanks for your feedback! I have passed it on to my friend who will be playing Imperials.

I've been planning to play Drea and Kavil with TLT and a Slaver with Bossk and Gunner (based on Ynot's list). The list did quite well against an Imperial list.

After your feedback, I'm not sure how well it will do against the two IG-2000s, since the TLT like to be at range and out of arc.

Maybe I should come up with a new list, but then I really like this new scum list. :)

Edited by Antikos