hey guys I've not flown bro bots before and looking at trying them and useful tips for these ships or builds that work well?
needing help for bro brots
First things first, pick your Borbot Flavour
Flavour 1. Creamy Crabs
IG-B
IG-A
HLK+Crack\VI+AutoThrusters+FCS+Glitters
Slow-roll and saw your way into tasty aces using the trademark FCS+HLK+IG-B and add Crackshot cherry ontop.
Seen Fels blow in the wind? Now you did.
has problems with multiple foes, huge problems with EU-PWTs and control options.
Flavour 2. Plankton eater Crabs
IG-C
IG-B
Predator+Mangler+Autothrusters+AdvSensors+something for flavour. Maybe even Gravgun!
The idea is constant high-speed S-looping woop-wooping, because at R3 you rule supreme with free Evade token, Autothruster and Mangler not suffering from range extra green dice.
can completely annihilate obliterate depopulate and utterly rapetrain through low-PS enemies unless they bring stress-control.
Highly HIGHLY problematic against aces and stress control
Edited by Warpman
thanks that gives me a decent place to start
Standard competitive build would be this, in general-
IG-88B and C (substitute C for A or D depending on player preference)
Crack Shot
Heavy Laser Cannon
Fire Control System
Autothrusters
Title
Glitterstim
As Warpman said, some issues come up with enemies like the Stresshog and sometimes aces. For variety Veteran Instincts and Inertial Dampeners can be switched in for better PS/some tricky moves.
Edited by IkkaI'm partial to these .
I played dual aggressors in the last few tournaments I was in. Heres' my takeways:
- They hit HARD. I used HLCs on both in every build, either with VI + FCS or with Wired + AS. I tried Crackshot + Glitterstim in testing but I didn't like the stress.
- They suffer against arc dodgers. Soontir Fel is impossible to take down once he gets on your tail. Dash is nearly as tough.
- You need both alive to win comfortably. Against arc dodgers and token stackers, you MUST block with one and shoot with the other. Once you lose a ship, you'll need to get lucky to land hits.
- They are not knife fighters. Although they have that awesome s-loop, it leaves them stressed, and after doing a green to clear, they will probably need to s-loop again next round to get back in the fight. Spending half your time stressed is not efficient. Don't be afraid to spend a round disengaging so you can s-loop or k-turn safely.
- They are unforgiving. One block, one collision, one accidental landing on a rock, one missed opportunity to use an IG88-B "gunner" reroll or Inertial Dampeners, and the game can be gone.
- They hate stress. Those green dice will betray you if you don't have a focus to double their usefulness. And rounds spent running away to clear stress are wasted shooting opportunities.
- The combination of fast large-base movement and forward-only arc is unforgiving.You need to plan several moves ahead to be sure of having lanes open. And interceptors love to barrel roll and boost from a head on range 1 engagement to a side-on engagement where only they have shots. Your ships need to cover each others' flanks.
- You will lose half points on one or both ships nearly every game, so your MOV will be be low.
B & D each with Mindlink, FCS, HLC, Feedback Array, Autothrusters, IG-2000.
If you place them facing forward with their sides touching, you can do 1 hard turns and they'll remain stationary. When you want to get out of the fortress, the inner one can do a 1 bank and the outer one can do a 3 bank and they won't be touching.
B & D each with Mindlink, FCS, HLC, Feedback Array, Autothrusters, IG-2000.
I'm intrigued by using Mindlink but can't quite figure out the best order to use actions in to make the most of it. Could you walk me through it?
The main thing to remember is to switch them in and out of combat. First turn you need to get both with a shot on a target and try to severely damage or kill it with HLC and crackshot. Next turn the bro that was most damaged needs to get out and reposition with most likely a 3 bank into a boost, then the next turn he will sloop into range and then the next one will bank boost and so on....
DO NOT be tempted to just sloop or k turn when you could get a shot, but it will be at range one. Only approach and turn around at long range, gotta take advantage of Bs ability and autothrusters.
Like any large ahip, asteroid placement is key. You don't want to fly into a dense asteroid field, limits boosting and manuever options.
If playing in a tournament an important note is that those shields go quick, right with your MOV (margin of victory) because you get half points for destroying half of a large ship. So it's difficult to win 100-0 with them.
Edited by AdmiralThrawnB & D each with Mindlink, FCS, HLC, Feedback Array, Autothrusters, IG-2000.
I'm intrigued by using Mindlink but can't quite figure out the best order to use actions in to make the most of it. Could you walk me through it?
White -> Red -> Green is the order you should be activating your Brobots. Occasionally you'll be put in a spot where you'll have to do green -> red or red -> white, but it's not super often. Ideally when you do a red you do that first, then the other does a green to immediately clear the stress it got and focuses to give both a focus.
Mindlink stress also doesn't stack. If one ship is stressed and the other one isn't, sloop with that one first, then green with the other.
The reason I have D instead A or C is because you cannot sloop with both ships simultaneously, so they need to be staggered such that you can sloop with one, then sloop with the other next turn. As this is going one, the non-slooping one is doing greens to hand both a focus.
So let's say you begin the game with a forward facing fortress. When you decide to bust out of it, the inner one does a 1 bank and the outer one does a 3 bank. They're right next to each other and can bring some serious firepower on something. But let's say they're just out of range, no problem. Boost one into range and focus with the other.
Turn after that, one can do D's Super Segnor while the other does a 1 straight. Turn after that you can flip flop which one is doing the sloop or green, or both can just do greens if the situation calls for it and they'll get 3 actions between the both of them.
I've been flirting with the idea of d&b with AS and PTL - action economy of B/C on the approach and the maneuverability of D to reset.
I've been running B&C for a little over a month and took them to regionals where I went 3-3. I could have definitely won one more game and maybe a second had I played better.
Regardless of which upgrades you take, don't be too aggressive with the Aggressors. They are a lot easier to kill than you might think. Try to stay at range three for auto thrusters as much as possible. Stay away from range one shots if you can help it, it has served me well to get the heck out of there and come around for another pass.
My list:
TBT: Tractor Beam Terminators
IG88-B Crackshot, FCS, HLC, Tractor Beam, Autothrusters, Title, Glitterstim
IG88-C Crackshot, FCS, HLC, Tractor Beam, Autothrusters, Title
I'm only starting out with Brobots as I only got my second a few weeks ago.
So many shenanigans open up with Advanced sensors. Especially with C I the mix.
I started simple;
B and C
Adv sensors, title, Autothrusters and Predator on both. HLC on B and Mangler on C.
Despite having been playing a while I'm finding two large bases with adv sensors taking a bit of getting used to as things don't land exactly where I imagined! Pre move boost (getting evade from C) into a sloop that drops you in behind your target is a thing of beauty though that makes it all worth while.
I'm also wanting to try out VI and stims instead of Predator with all the PS 8 around atm. Only a 1pt bid though so probably not enough though, unless I switch things around some more.. Eg Adv Sensors to FCS. If the Ps8 with that bid isn't getting it done, maybe there is better value in Wired or Crackshot for a 1pt EPT.
There is also the PTL adv sensor variety to try but I don't think it's as good. Probably as much fun but choosing between sloping and pushing each turn is maybe not maximising strengths.
For flying, out of arc or range 3 always. Disengage if you can't maximise your defence. It's counter intuitive to deliberately not have a shot when running so few guns but despite agility 3 and Autothrusters, the Aggrssor just melts so **** fast when it has guns on it in my (limited) experience of flying them.
Because of this thread, I've changed my Yavin Open list to dual aggressors. I'd sworn off them after my last tournament but all this talk of them has made me realise how much fun they can be.
Point them in wierd directions during deployment.
Then s loop right away on turn 1. It's a mind bender for the opponent.
When they chuckle nervously or wrinkle their foreheads trying to understand what's going on...
You will have altered the initial engagement way far off from what set up was. And you can approach from some kooky unexpected direction while they are chasing ghosts that aren't there anymore.
Edited by Velvetelvis