Is it time to start asking for an Aggressor fix?

By Elavion, in X-Wing

On 8/30/2017 at 7:36 PM, DragonDante said:

Jamming beam appear to cancel die results (possibly 0 damage?) and linked batteries small ship only. Im not holding my breath

Yup. Could have been a great place to give brobots a boost by letting them have linked batteries. Or a double cannon slot cannon. Putting "small ship only" on there seems to be directly related to not giving them to brobots for whatever reason.

On 8/30/2017 at 9:04 PM, defkhan1 said:

Brobots are still great, but they've been powercreeped out of the game. They also face a lot of the same problems that Imperial ships do: reliance on green dice, actions, and firing arcs. Until that style of play comes back, we won't be seeing Brobots again.

... and worse than that, they're stuck at PS6 or 8 with VI.

On 8/30/2017 at 9:45 PM, JoeVandal49 said:

I still do fine with them in my local meta with my personal list.

I just think people are flying them wrong.

Or your meta lends itself to flying brobots. What's your list BTW?

On 8/31/2017 at 1:08 AM, markcsoul said:

Not till the firespray gets fixed first!!

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On 8/31/2017 at 8:02 AM, Storgar said:

A simple Errata on the title would do the job.

You have the pilot and EPT ability of each other friendly ship with the IG-2000 Upgrade card (in addition to your own abilities).

this would enable some great double combos without extra cost.

PTL and fearlessness would be good with autoblaster cannon on B and C. Boost, evade, focus, fire primary get TL from FCS then fire cannon add a hit get 3-4 uncancelable hits. Has to be at R1 and in each others arcs but still pretty nasty.

Certainly makes them better, but they still suffer from being middling PS and rely on green dice in a world filled with 5 dice attacks and high-PS arc dodgers. I'm not sure what the solution is.

Edited by The Inquisitor

Aggressor's whole gimmick was being a massively shooty list that hit hard, danced around the board, and had remarkable toughness thanks to 8 HP behind high agility and autothrusters, but whose absurd efficiency was counterbalanced by being exclusively arc-locked, action-dependent, and unavoidably mid-PS (never cheap enough to spam, never high enough to really tangle with the top aces).

You'll notice that quite a few ships in the modern era do just as well in several of these areas, and while ignoring the disadvantages entirely.

Honestly, if Linked Batteries let them reroll their attack value in dice every round when firing a secondary weapon, for free, that would almost have been enough.

Because the other limiting factor of the Aggressor is that they were priced so they could get almost everything they wanted, but never had quite enough points in the list to get the Perfect Build in while still packing two of them.

Compare the Deadeye era Uboats, where you could not only get the basics in, but then wonder where to spend the spare points on crew, better torps/mechs, etc...