How to keep TIE Aggressors Alive?

By Marinealver, in X-Wing

So just finished playing a Leauge night. Tried out a TL-TIE Agressor and Palp-dodgemator combo. Basic set up was Double Edge w/unguided rockets, TLT, LWF and Lone Wolf and Cmdr Kenkirk with VI Palp, Issard, EU and Proton bombs w/ em 99 points. I won both game but both games I played had a similar problem. DE got chased down by Nym (both Rebel and Scum) who just hit him with AC autoblaster turret and I couldn't get him out. I try dodge/blocking barrel roll as far and so one but it didn't matter. He still got caught both games. I was able to get a TLT shot both rounds and DE did knock out a SD with unguided rockets so don't get me wrong the Aggressor had teeth. I was able to keep it alive for another turn with Palp when down to 1 health but still I can't think of any thing else I could have done to keep Aggressors from getting torn up other than next time take 2.

So are TIE Aggressors just another glass cannon in the meta?

Edited by Marinealver
?

A glass cannon? With an attack value of 2? or a TLT maxing 2 damage?

I will say, "another delicate cog of the Imperial Machinery"...

1 hour ago, Malasombra said:

A glass cannon? With an attack value of 2? or a TLT maxing 2 damage?

I will say, "another delicate cog of the Imperial Machinery"...

Unguided rockets ups it to 3. DE allows you to make a second attack. But when you take a look at all the upgrade slots (double missiles, turret, EPT on the unique pilots) they are all offensive slots with the exception of the modification slot. Don't be fooled, TIE Aggressors have teeth, but they are easily broken.

Edited by Marinealver
e

I didn't mean it's harmless, but doesn't feel like a glass "cannon" like Fenn Rau or a TIE Phantom...

5 minutes ago, Malasombra said:

I didn't mean it's harmless, but doesn't feel like a glass "cannon" like Fenn Rau or a TIE Phantom...

Well my experiences with it, good offensive capabilities, easily killed. Call it what ever you like (crystal cannon maybe). Yeah it isn't as fast as Fenn Rau or a TIE Phantom (which makes it even that much easier to kill). So yeah it isn't a rouge or a ninja like the two you are referring to but it is powerful and it dies easily, a little too easy.

Edited by Marinealver

Have something more scary on the board. Make your opponent choose between taking TLT shots whilst they chase your Phantom (Or other scary lategame ship) or taking Phantom shots while they chase your TLT's.

If a higher PS ship with repositioning wants to catch you, it will eventually, so you need to make the chase not worthwhile.

Alas, Imps don't have an uber defensive powerhouse like Asajj. So finding a wingmate for Agressors is tricky.

1 hour ago, Marinealver said:

I was able to get a TLT shot both rounds and DE did knock out a SD with unguided rockets so don't get me wrong the Aggressor had teeth.

"DE did knock out a SD" ?

You mean:

"Double Edge did knock out a Star Destroyer" ?

Best investment ever.

5 minutes ago, Bonza said:

Have something more scary on the board. Make your opponent choose between taking TLT shots whilst they chase your Phantom (Or other scary lategame ship) or taking Phantom shots while they chase your TLT's.

If a higher PS ship with repositioning wants to catch you, it will eventually, so you need to make the chase not worthwhile.

Alas, Imps don't have an uber defensive powerhouse like Asajj. So finding a wingmate for Agressors is tricky.

Other than using the turrets innate ability to be out of arc (not all that useful for DE though :( ) there's not much you can do. It's got less health than a Y-Wing because it's got three agility.

Target priority and not entering the joust (easier said than done) but instead being a gunboat may work but Agressors are such an appealing target to shoot at especially with TLT against those Skuurgs the OP described.

You have to fly carefully and on the outside of combat (at least from my brief experience with them).

best of luck :P

The way to keep it alive is to keep it cheap and have higher priority targets. The end.

33 minutes ago, Quadjumper King said:

It's got less health than a Y-Wing because it's got three agility

2 agility + LWF (not the same as AG 3)

It's curious though that the last 3 Imperial releases (of small ships) all have AG 2 (and access to LWF)

I waiting to see what happens with TIE/vn AG value...

2 hours ago, Marinealver said:

So just finished playing a Leauge night. Tried out a TL-TIE Agressor and Palp-dodgemator combo. Basic set up was Double Edge w/unguided rockets, TLT, LWF and Lone Wolf and Cmdr Kenkirk with VI Palp, Issard, EU and Proton bombs w/ em 99 points. I won both game but both games I played had a similar problem. DE got chased down by Nym (both Rebel and Scum) who just hit him with AC autoblaster turret and I couldn't get him out. I try dodge/blocking barrel roll as far and so one but it didn't matter. He still got caught both games. I was able to get a TLT shot both rounds and DE did knock out a SD with unguided rockets so don't get me wrong the Aggressor had teeth. I was able to keep it alive for another turn with Palp when down to 1 health but still I can't think of any thing else I could have done to keep Aggressors from getting torn up other than next time take 2.

So are TIE Aggressors just another glass cannon in the meta?

I haven't played an Aggressor yet, so take what I say with a grain of salt.

But I wouldn't use it in a 2 ship list. I'd use one with 2 Defenders or 2 Aggressors and a Phantom.

I'd be cautious and try to flank with DE, try and keep your distance if the enemy can chase you. With TLT and the good dial that the Aggressor has and BR, your ship is perfect for being fickle. Maybe bring the big 3 asteroids and try to fly through them with DE if you're not facing Tractor Beams.

Try to fly so that you can make them pay if they do chase down DE successfully.

This is roughly equivalent durability wise to a Y-Wing. Better sure because of 3 agility and Lone Wolf, but it's not something that can take more than one good punch, it's a support ship. It should be skirting the edges and being fickle. Maybe you spend an extra turn to fly into a flanking position.

Just some ideas I pulled out of my ***.

32 minutes ago, Malasombra said:

2 agility + LWF (not the same as AG 3)

It's curious though that the last 3 Imperial releases (of small ships) all have AG 2 (and access to LWF)

I waiting to see what happens with TIE/vn AG value...

On average a LWF Aggressor is about as durable as a Y-Wing but you're so reliant on getting that average. Some bad rolls and it's gone so you've not got that Y-Wing consistency.

Regarding the TIE/vn that thing is longer than Striker. I think it may come with 2 agility like the Striker but there may be some nice new Tech (that might also go on the T70) or Title to boost Agility or durability.

When I get the dam-lovely-rascals... Immah run 'em like this.. often!

Of course there will be plenty of regular good ole TIE-Critters zooming all over too... once I get serious about nailing that coffin shut Ghostly_Skull.gif !!!

IMP%2BAGENT%2BKALLUS.PNG 60SA.gif IMP%2BTFP.PNG

IMP%2BTIE%2BPUNISHER%2BNEW.PNG IMP%2BTIE%2BAGRESSOR.PNG IMP%2BRAIDER%2BNDV%2BBLUE.PNG IMP%2BTIE%2BAGRESSOR.PNG IMP%2BTIE%2BPUNISHER%2BNEW.PNG

IMP%2BTIE%2BDEF%2BNEW.png IMP%2BHUGE%2BGOZANTI%2B2.PNG IMP%2BTIE%2BDEF%2BNEW.png IMP%2BTIE%2BDEF%2BIV%2BNEW.PNG IMP%2BTIE%2BDEF%2BNEW.png IMP%2BHUGE%2BGOZANTI%2B2.PNG IMP%2BTIE%2BDEF%2BNEW.png

IMP%2BTIE%2BAGRESSOR.PNG IMP%2BRAIDER%2BNDV%2BBLUE.PNG IMP%2BTIE%2BAGRESSOR.PNG IMP%2BHUGE%2BGOZANTI%2B2.PNG IMP%2BTIE%2BAGRESSOR.PNG IMP%2BRAIDER%2BNDV%2BBLUE.PNG IMP%2BTIE%2BAGRESSOR.PNG

I'm thinking that's why the FFG article gave it their "spam TLT list seal of approval." This little TIE is meant to be in a mini swarm of TLT bees eating away at another list (they have it all in one little weird package, 'eh?). Or, if your uber-brave, cruise missiles and autoblaster turrets; I guess; I don't know; whatever....I'll never own 4 of them, or buy enough Scrugg-y things to try the latter.

36 minutes ago, Joe Boss Red Seven said:

When I get the dam-lovely-rascals... Immah run 'em like this.. often!

Of course there will be plenty of regular good ole TIE-Critters zooming all over too... once I get serious about nailing that coffin shut Ghostly_Skull.gif !!!

IMP%2BAGENT%2BKALLUS.PNG 60SA.gif IMP%2BTFP.PNG

IMP%2BTIE%2BPUNISHER%2BNEW.PNG IMP%2BTIE%2BAGRESSOR.PNG IMP%2BRAIDER%2BNDV%2BBLUE.PNG IMP%2BTIE%2BAGRESSOR.PNG IMP%2BTIE%2BPUNISHER%2BNEW.PNG

IMP%2BTIE%2BDEF%2BNEW.png IMP%2BHUGE%2BGOZANTI%2B2.PNG IMP%2BTIE%2BDEF%2BNEW.png IMP%2BTIE%2BDEF%2BIV%2BNEW.PNG IMP%2BTIE%2BDEF%2BNEW.png IMP%2BHUGE%2BGOZANTI%2B2.PNG IMP%2BTIE%2BDEF%2BNEW.png

IMP%2BTIE%2BAGRESSOR.PNG IMP%2BRAIDER%2BNDV%2BBLUE.PNG IMP%2BTIE%2BAGRESSOR.PNG IMP%2BHUGE%2BGOZANTI%2B2.PNG IMP%2BTIE%2BAGRESSOR.PNG IMP%2BRAIDER%2BNDV%2BBLUE.PNG IMP%2BTIE%2BAGRESSOR.PNG

I'm thinking Epic, you can load four TLT or cruise/autoblasters 'gressors on a 'zontie and it'll be annoying as h*** and do a bunch of slow damage. Yeah, that'll be hated a bit, @heychadwick , that look strong to you?

2 minutes ago, clanofwolves said:

I'm thinking Epic, you can load four TLT or cruise/autoblasters 'gressors on a 'zontie and it'll be annoying as h*** and do a bunch of slow damage. Yeah, that'll be hated a bit, @heychadwick , that look strong to you?

I don't think the Docking Clamps allow for TIE Aggressors to be docked to the Gozanti.

how to keep anything alive v Nym:

tumblr_inline_o05g2w0AlZ1rhyqf1_500.jpg

your ability isn't worth auto-death and you have a TLT

Edited by ficklegreendice
4 hours ago, Malasombra said:

2 agility + LWF (not the same as AG 3)

It's curious though that the last 3 Imperial releases (of small ships) all have AG 2 (and access to LWF)

I waiting to see what happens with TIE/vn AG value...

Fair point but this ship loves on upgrades, it boosts its attack with unguided and agility with LWF.

as for Kylo's ship. If it wants a chance at the meta it's will probably need its modification open so that it can take autothrusters.

1 hour ago, ficklegreendice said:

how to keep anything alive v Nym:

tumblr_inline_o05g2w0AlZ1rhyqf1_500.jpg

your ability isn't worth auto-death and you have a TLT

The best play I've seen against in aggressor vs Autoblaster/accuracy corrector was to K-Turn take the round of fire then take a bomb while running for the hills. A risky maneuver for sure but the Skuurg's dial isn't all that and a bag of cats, it's trucked to turn around and continue to joust and struggles to pull off that talon roll in an asteroid field (or just doesn't want to for mods and turret). Essentially an anecdote to support your point/meme :P

Cruise missiles would make it a glass cannon, not any turret or unguided.

i've yet to actually run one. Every list i make with it feels....wasteful.

6 hours ago, Marinealver said:

Well my experiences with it, good offensive capabilities, easily killed. Call it what ever you like (crystal cannon maybe). Yeah it isn't as fast as Fenn Rau or a TIE Phantom (which makes it even that much easier to kill). So yeah it isn't a rouge or a ninja like the two you are referring to but it is powerful and it dies easily, a little too easy.

It all depend... The generic (TLT+LFW) is surprisingly survivable for a 25 pts ship. I'm not sure the named pilot are worth their points. Wouldnt be that much different from the Ywing...

7 hours ago, Marinealver said:

Tried out a TL-TIE Agressor and Palp-dodgemator combo. Basic set up was Double Edge w/unguided rockets, TLT, LWF and Lone Wolf and Cmdr Kenkirk with VI Palp, Issard, EU and Proton bombs w/ em 99 points. I won both game but both games I played had a similar problem. DE got chased down by Nym (both Rebel and Scum) who just hit him with AC autoblaster turret and I couldn't get him out. I try dodge/blocking barrel roll as far and so one but it didn't matter. He still got caught both games.

- Like you realized the named pilot are too fragile to be a good Decimator + X combo. And double edge doesnt have that much firepower. You will either do 2dmg or maybe 3 (if you are REALLY lucky) with unguided. People keep saying the rockets are like a 3 dice attack but they are much worst. I would take accuracy corrector + 2 dice attack over them...

- Nym is a new OP ship that you want to focus fire asap. You just dont have the fire power to do it in your built. And yeah, hes even better than Fenn because he has higher PS (VI), doesnt care about stress or taking any other action than boost or barrel roll (accuracy corrector) and completely ignore defense (bomblets+autoblaster). Most player knew before he came out how OP he was... If at least they would have made a pilot for Imperials as well. It's like scums almost never got hired by Imperials. It's funny because i swear i saw many of the big scum names around Vader in one of the movie... :-)

- Im not sure how good it would be but i want to try a Decimator (Oicunn + Expertise + Boost) + 2xTLT combo. More firepower and Oicunn would be there to protect the TLT if you keep him between them and your opponent.

2 hours ago, clanofwolves said:

I'm thinking Epic, you can load four TLT or cruise/autoblasters 'gressors on a 'zontie and it'll be annoying as h*** and do a bunch of slow damage. Yeah, that'll be hated a bit, @heychadwick , that look strong to you?

YUP... all I need now to table that fleet is just six little (badass) TIE Aggravateds... won't you please come back in stock at that nice price... and soon little meanies?!

60SA.gif

"The S#*@ Chess... It Ain't Checkers!!!"

I think you need a minimum of three ships in a list with an Aggressor and both the other ships should be scarier than the Aggressor. Luckily, the Empire has a lot of options for three ship lists.

Just remember the Imperial Mantra:

"Fly perfectly, don't make any mistakes ever, and pray for good dice for yourself and bad dice for your opponent."

...and maybe, just maybe you'll be able to win against brainless crap like Dengar/Nym.

9 hours ago, RedHotDice said:

"DE did knock out a SD" ?

You mean:

"Double Edge did knock out a Star Destroyer" ?

Best investment ever.

Stealth Device, although what it was doing on a scurrg I don't know.

8 hours ago, Malasombra said:

2 agility + LWF (not the same as AG 3)

It's curious though that the last 3 Imperial releases (of small ships) all have AG 2 (and access to LWF)

I waiting to see what happens with TIE/vn AG value...

Yeah I think I learned that lesson when a TIE Bomber meat up with some TIE FOs. The LWF didn't help in that category. It is like autothrusters for 2 agility ties. It just keeps them from dying outright to what they are weak against, but other than that ineffective.

1 hour ago, Johen Dood said:

Just remember the Imperial Mantra:

"Fly perfectly, don't make any mistakes ever, and pray for good dice for yourself and bad dice for your opponent."

...and maybe, just maybe you'll be able to win against brainless crap like Dengar/Nym.

4 hours ago, ficklegreendice said:

how to keep anything alive v Nym:

tumblr_inline_o05g2w0AlZ1rhyqf1_500.jpg

your ability isn't worth auto-death and you have a TLT

I actually think that is not possible with a TIE Aggressor, I foudn out that not having a 5 even if it is a 5k makes it very slow. Thus it is easy to catch. No boost unless you put EU on it and there goes LWF if you do.

Like I said all the upgrades are for offense, as for defense it doesn't have much. A TIE Interceptor is tankier than a TIE Aggressor. (given all the green tokens it can take)

9 hours ago, RedHotDice said:

"DE did knock out a SD" ?

You mean:

"Double Edge did knock out a Star Destroyer" ?

Best investment ever.

Stealth Device, although what it was doing on a scurrg I don't know.

8 hours ago, Malasombra said:

2 agility + LWF (not the same as AG 3)

It's curious though that the last 3 Imperial releases (of small ships) all have AG 2 (and access to LWF)

I waiting to see what happens with TIE/vn AG value...

Yeah I think I learned that lesson when a TIE Bomber meat up with some TIE FOs. The LWF didn't help in that category. It is like autothrusters for 2 agility ties. It just keeps them from dying outright to what they are weak against, but other than that ineffective.