TIE Aggressor in 2.0

By Okapi, in X-Wing

yeah i actually did have a list doing that and then i read the OP card and saw its primary only.

Such a stupidly restrictive card...

11 hours ago, heychadwick said:

Why is he a trap?

He is 43 pts with Dorsal and Barrage Rockets. That is 1 pt cheaper than a Gray Y-wing with Dorsal Turret and Vet Gunner.

What about Double Edge with Hotshot Gunner and Dorsal Turret? Fire with Dorsal and if he misses you fire main guns? Cheap and strips tokens. Especially good at R1, though getting shot at R1.

You can also cheap out and just get a Turret on him.

Striping tokens at I2 is only useful if your other ships are i2 or less as well.

As for the ywing comparison, I’d take the double tap ywing over the aggressor every time. It’s more durable, has a better turret, and can hit the same target twice.

Double post. More effective than double edge.

Edited by HolySorcerer

Hotshot Gunner should never be on a PS3 or lower. Even PS4 is pushing it, but initiative bids can make them more relevant.

Majority of the threats that you need to take that token off are PS4 or higher. Scimitar barrage spam being...what the only exception? Taking tokens off period is always nice but except for most TIE fighters and bombers the majority of ships being flown (ive seen anyway) are PS4+.

Heck i think im the ONLY person running under that typically. Ive faced so many people with a 10pt init bid or something silly like that and they get mad im all PS1-3 rofl.

17 minutes ago, Vineheart01 said:

... except for most TIE fighters and bombers the majority of ships being flown (ive seen anyway) are PS4+.

Heck i think im the ONLY person running under that typically. Ive faced so many people with a 10pt init bid or something silly like that and they get mad im all PS1-3 rofl.

I fly in a small group of players and so far many generics is the way to go. I don't usually see anything over a 4.

I've sat at all initiative levels save 6 (flew wedge once, that's it)

Really depends on what pilots you want the bring, moreso than initiative

Which is good sign for game balance, methinks

Think my most visited initiative values are 3 (Palob, cartel executioner/gamma ace), 4 (kestal/Jonus/rhymer/deathrain), and 5 (boba/serissu/whisper)

Edited by ficklegreendice
23 hours ago, ficklegreendice said:

Need a focus token

But say he got coordinated and got focus, then barrel rolls for evade, which kicks in first, juke or kestal ability?

Players choice as its their effects and they trigger at the same time. So you'd Juke an evade to a focus, then spend your focus to bin the die (and the other blank /focus hopefully)

I flew against a list that had two aggressors with ion cannon turrets.. They ruined my day as they just kited around being annoying. Not as worthless as I thought.

Kestal happens "after the defender rolls defense dice" so i would imagine thats technically before you move on to your die mod step for his green dice.

This has been working well for me so far:

"Whisper" — TIE Phantom 52
Juke 4
Collision Detector 5
Agent Kallus 6
Shield Upgrade 6
Ship Total: 73
"Vizier" — TIE Reaper 45
Death Troopers 6
Shield Upgrade 4
Ship Total: 55
Sienar Specialist — TIE Aggressor 30
Ion Cannon Turret 6
Ship Total: 36
Sienar Specialist — TIE Aggressor 30
Ion Cannon Turret 6
Ship Total: 36


People are surprised when I over-spend token to get 3/4 hits with the Ion, but it means that pretty much every time I get to Ion and damage someone. I managed to keep Corran stressed for 3 turns yesterday by Ion'ing him into Vizier's range 0-1. Deathroopers + Ion are SUPER annoying lol

1 hour ago, Vineheart01 said:

Kestal happens "after the defender rolls defense dice" so i would imagine thats technically before you move on to your die mod step for his green dice.

The attacker always modifies the defender's dice before the defender does. Otherwise you could do something REALLY nasty like juke an evade AFTER the defender uses his focus.

7 minutes ago, BDrafty said:

The attacker always modifies the defender's dice before the defender does. Otherwise you could do something REALLY nasty like juke an evade AFTER the defender uses his focus.

uh, yeah. That never changed.

Kestal isnt during the die mod step is what im getting at. If she was and you could give her additional actions then she could juke a natural evade and then spend a focus to cancel it before your opponent could focus to get it back.

"your die mod step for his dice" meaning "Attacker mods green dice" - the whole point of kestal is she denies most the dice before the defender gets a chance.

6 minutes ago, Vineheart01 said:

uh, yeah. That never changed.

Kestal isnt during the die mod step is what im getting at. If she was and you could give her additional actions then she could juke a natural evade and then spend a focus to cancel it before your opponent could focus to get it back.

"your die mod step for his dice" meaning "Attacker mods green dice" - the whole point of kestal is she denies most the dice before the defender gets a chance.

I think I see what you are saying. The fact that canceling results doesn't count as a modification (rules as written) is the key. All other modifications would then occur during the modification step. Kestal's ability provides the timing by saying that it occurs after dice are rolled.

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you could probably work it mechanically, but the problem is you're using a talent and a whole other ship (coordinate) just to get a marginal benefit

and that's what we call "jank"

Yeah, even if it is legal i wouldnt do it.

Take out the coordinate ship, Kestal either loses ability or juke. No thanks.

I prefer having Trickshot so i can hide behind rocks and improve my attack, both because +1R > +1G and..its kestal i dont care if you roll more focuses!