How long until the TIE Aggressor and/or Skurrg go missing?

By Celestial Lizards, in X-Wing

In the same way we can no longer easily acquire FFs or K-Wings, I believe the TIE-AG, with TLT and Intensity, and the Skurrg will go out of stock very fast. Get your while you can :P

The Skurrg will certainly sell pretty quickly, but I don't expect to see most people buying more than 1-2 of them.

The TIE-AG is another story, however... With the general consensus being to run 4 of them with TLT and LWF, you're going to see the TIE Striker & TIE-AG just disappear.

Edit: Completely forgot the Aggressor came with a LWF

Edited by Innese

TIE-AG comes with LWF. Don't need a Striker.

The aggressor is a very nice self contained little expac

Quad Aggressor is likely worse than quad Y-Wings. You won't see it much.

4 minutes ago, SOTL said:

Quad Aggressor is likely worse than quad Y-Wings. You won't see it much.

Hopefully. The /ag is too cool a concept to lose it to such a boring stock archetype.

2 hours ago, Celestial Lizards said:

In the same way we can no longer easily acquire FFs or K-Wings, I believe the TIE-AG, with TLT and Intensity, and the Skurrg will go out of stock very fast. Get your while you can :P

Yeah, my local store has all his stock pre ordered already, even the gunship. Will be a awile before restock if its like the last wave

1 hour ago, SOTL said:

Quad Aggressor is likely worse than quad Y-Wings. You won't see it much.

5 HP at AGI 3, with a barrel roll to complicate positioning for the range 1 bubble, and quad TLTs on the board for good measure?

Don't count on that. I'd rather have two extra agility over three extra hitpoints.

3 hours ago, Innese said:

The Skurrg will certainly sell pretty quickly, but I don't expect to see most people buying more than 1-2 of them.

Why? The only reason not to buy three and make a new deadeye scout sequel list would seem to be the fact that FFG will inevitably have to nerf it, making the purchases eventually surplus. But in the meantime, buy 3 and just wreck face.

Edited by MacchuWA

Has there been a release date on these yet? Anyone know what it is by chance?

July 13th

2 hours ago, SOTL said:

Quad Aggressor is likely worse than quad Y-Wings. You won't see it much.

It is probably better simply because you can field 4 ps 5s

But even with brolls andmystery dial, 4 tlts still sound boring as hell

1 hour ago, MacchuWA said:

Why? The only reason not to buy three and make a new deadeye scout sequel list would seem to be the fact that FFG will inevitably have to nerf it, making the purchases eventually surplus. But in the meantime, buy 3 and just wreck face.

It isnt ANYWHERE near as good as the scout

Deadeyed gamma vets wouldve already been dominating the game if you could just slap deadeye onto any small non pwt shio with only red-180-flip manuevers and a less than crazy # of greens and win

Edited by ficklegreendice
31 minutes ago, ficklegreendice said:

It is probably better simply because you can field 4 ps 5s

But even with brolls andmystery dial, 4 tlts still sound boring as hell

It isnt ANYWHERE near as good as the scout

Deadeyed gamma vets wouldve already been dominating the game if you could just slap deadeye onto any small non pwt shio with only red-180-flip manuevers and a less than crazy # of greens and win

Triple deadeye Scurrg are better than bombers for few reasons:

- durability, easier to keep one on the board to return fire vs an alpha

- three dice primary combo with gc to generate the crit

- cheap scum crew such as 4-lom, zuckass and boba, and especially boba combined with the crit from gc

But I agree, it's nowhere near as abusive as deadeye scouts. Let's not go there again.

There are a bunch of reasons as to why three Scurrgs aren't just as good as the scouts, but better:

- That extra hitpoint will make alpha striking one off the board nearly impossible. 9 HP vs scouts was hard, at 10 you're hard pressed to find a way to deal with them before they fire. This is why they're different to gamma vets more than any other factor.

- Guidance chips adds a crit, rather than a hit. R4-D6 Biggs is going to go down faster than vs scouts. Again, this doesn't apply to Gamma Vets.

- Related, the three dice primary makes them much more dangerous than scouts once the munitions are gone. Again, not a factor for Gamma Vets.

- Missiles are better than torps. Homing missiles ignore evade tokens. Old scout counters like Imp Aces can't reliably survive homing missile strikes. Even if they could, you can design builds with autoblaster turrets to cover the weakness.

- Scurrgs can move slowly, making the ability to dodge missiles by jumping from >range three into range one much harder in the initial joust than vs scouts. Not to mention, if you do that, you're still taking four dice with focus, and, if the Scurrg player is sensible, at least one missile from another Scurrg that has benefited from a staggered approach.

- As small base ships, you can't get half points for nearly killing a Scurrg and running away.

There are a handful of disadvantages - lack of a white sloop is most significant, but they're also worse blockers, slightly more expensive, no PWT. But the advantages are huge, and they're going to be at least as good as OG Deadeye Scouts, probably better, and that means they'll be at least as dominant and disruptive as an archetype that has prompted multiple significant nerfs.

But hey, no worries. Buy just one. I honestly won't object to seeing fewer of these lists on the table.

[EDIT]This is predicated on the assumption that Lok Revenant Pirates are 26 points. If they're 27 or (fingers crossed despite this being incredibly unlikely) 28 points, so the extra munitions, deadeye and homing missile combo can't be spammed, and you're forced to drop down to three without EM... They're still really good, upper end of the power curve, but maybe not dominant in threes - in that case, 2+ Palob or 2+ Manaroo or something will potentially be a better call.

Edited by MacchuWA
Added point cost assumptions

Lok Revenant (26) + Homing Missiles (5) + Extra Munitions (2) + Deadeye (1) + 4-LOM/Zuckuss/Boba (1) = 35 points. You're gonna have to drop the crew and one Extra Munitions, or drop two missiles to Concussion.

Triple Deadeye Scurrgs may be good, but I'm not sure they're game-breaking.

4 hours ago, MacchuWA said:

July 13th

Reference?

2 hours ago, MacchuWA said:

There are a bunch of reasons as to why three Scurrgs aren't just as good as the scouts, but better:

- That extra hitpoint will make alpha striking one off the board nearly impossible. 9 HP vs scouts was hard, at 10 you're hard pressed to find a way to deal with them before they fire. This is why they're different to gamma vets more than any other factor.

Not sure about this point. An Overclocked Astromech Scout can survive an obscene amount of damage thanks to 2/3 Agi and unlimited focus. There is no almost no chance of a Scurg surviving a Crack Swarm's initial burst, or even a Rebel Thread Tracer mini swarm (Since it has very little hope of not eating a tracer).

I'll certainly be doing my part towards depleting my local store's stock on hand!!!

1 hour ago, BoxerlessBossk said:

Lok Revenant (26) + Homing Missiles (5) + Extra Munitions (2) + Deadeye (1) + 4-LOM/Zuckuss/Boba (1) = 35 points. You're gonna have to drop the crew and one Extra Munitions, or drop two missiles to Concussion.

Triple Deadeye Scurrgs may be good, but I'm not sure they're game-breaking.

Assuming 26 points, the basic core of the squad will be:

Lok Revenant Pirate (26)

Deadeye (1)

Homing Missile (5)

Guidance Chips (0)

Total: 32 points x 3

Total: 96 points

That leaves you room to move up in point cost (adding extra munitions, autoblaster turrets, 1 point crew (particularly Boba Fett) etc., or down in point cost (dropping down to concussion on one or two of the scurrgs would be the logical way) to init bid for the mirror match.

7 hours ago, Reiver said:

5 HP at AGI 3, with a barrel roll to complicate positioning for the range 1 bubble, and quad TLTs on the board for good measure?

Don't count on that. I'd rather have two extra agility over three extra hitpoints.

I've done the maths and it marginally favours the Y-Wings. Don't forget that a lot of the time TLT operates at R3 and at R3 your LWF will frequently not trigger so you only get 1 more dice than the Y-Wings. And because Aggressors live on their green dice that means they also live on their Focus, which means they're less able to mod outgoing red dice and more susceptible to focused fire from multiple attackers.

  • Aggressors: better at range 2
  • Y-Wings: better at range 3, better vs multiple attackers

Barrel Roll is the big deal, but the basic raw maths favour the Y-Wings.

I'm buying a Skurrg to go with my K wing list. just bombs, i'm a bit of an ordinance fiend!!

I have a feeling any epic list i run will have more bombs than i have bomb tokens avaliable!

41 minutes ago, SOTL said:

I've done the maths and it marginally favours the Y-Wings. Don't forget that a lot of the time TLT operates at R3 and at R3 your LWF will frequently not trigger so you only get 1 more dice than the Y-Wings. And because Aggressors live on their green dice that means they also live on their Focus, which means they're less able to mod outgoing red dice and more susceptible to focused fire from multiple attackers.

  • Aggressors: better at range 2
  • Y-Wings: better at range 3, better vs multiple attackers

Barrel Roll is the big deal, but the basic raw maths favour the Y-Wings.

I think the Aggressor dial is going to be the clincher here. If it is a fair bit better than the Y-wing's then it could push it to even terms. If the dial is poor, then I agree that Y-wings are probably better.

7 minutes ago, Bonza said:

I think the Aggressor dial is going to be the clincher here. If it is a fair bit better than the Y-wing's then it could push it to even terms. If the dial is poor, then I agree that Y-wings are probably better.

It can't possible be better than an Unhinged Y-Wing's dial can it?

It's likely to be worse but compensated for by the barrel roll.

I'm trying to start getting Rebel stuff, but that TIE-AG might sell out so fast.

I'll start with one of each. Certain ships may run out of stock, but I don't have any current plans to spam them even if it becomes a thing.

My theoretical rebel and scum lists for Scurrg are still only one ship (well with rebels they don't get a choice), same for the tie aggressor. I know I want an auzituck as well, but I'll need to build a list for it that's not just Biggs walks the wookie because boring.