1st go at Brobots

By Sonikgav, in X-Wing Squad Lists

Never flown IG's in any capacity before, even in 1st so figured this might be the time to give them a go.

IG-88B (70)
Juke (4)
Advanced Sensors (8)
Ion Cannon (5)
Tractor Beam (3)
Shield Upgrade (8)
IG-2000 (2)

IG-88C (70)
Juke (4)
Advanced Sensors (8)
Ion Cannon (5)
Tractor Beam (3)
Shield Upgrade (8)
IG-2000 (2)

Total: 200

Never really looked into the tactics behind them before so tips welcome. The only thing that sprang to mind was to drop the Shield Upgrade of Proximity Mines but thats a testing thing for me i guess.

In 1.0, one of the coolest moves with IG88C was advanced sensors boost then reveal your dial. There were all kinds of shenanigans possible with this simple trick, including the possibility of arc-dodging (boost + hard turn or even sloop can really catch some opponents by surprise). And of course, you got a free evade token every time you boosted.

Unfortunately, because advanced sensors does not let you perform any additional action, you no longer get an evade after boosting with advanced sensors. For this reason, the value of advanced sensors on IG88C drops considerably. I wouldn't say its pointless, because being able to boost first can still allow some useful tricks (like bumping into an enemy to deny their shot, or enable a k-turn/sloop that wouldn't fit otherwise, or even still maybe arc-dodge lower Initiative enemies with that hard turn).

So while your build was certainly an effective one in 1.0; its value in 2.0 has dropped on numerous levels. Cannons also took a major hit in effectiveness in 2.0 (don't believe the people who say otherwise---you just have to play them a bit and see that they are fairly weak-sauce).

Having said all of that, I still think 'bro-bots' have some potential. Personally, I think IG88 A & C are the best two right now, but IG88B is certainly still strong, and there's no harm giving him a go. For your particular list, I strongly urge you to drop one of the cannons. Since cannons are extremely situational now, you have a lot of wasted points tied up with them. Both Tractor Beam and Ion Cannon are really only useful against low agility stuff (anything with agility 3 will laugh at your attempts to ionize/tractor---even agility 2 can be annoying at times). Personally, I think the ion cannon is slightly better because at least it might still do damage (and your list will really struggle to kill stuff in certain matchups).

Dropping a cannon frees up some points for some of the best upgrades IG's have available:

--bombs. These are quite good in IG. However, the best is proton bomb. Seismic is also quite good for IG in particular, because generally speaking, the aggressor loves open space where it can fly the most unpredictably, and so blowing up an obstacle has value for your squad even when you fail to hit an enemy ship.

--Contraband Cybernetics. Hands down the best upgrade for IG88. IG's NEED their red moves. While you certainly don't want to over-use red moves (because that gets predictable) , there are times where you really need to sloop or k-turn to get in some important damage. Contraband Cybernetics lets you do so and still take an action (which is huge in 2.0, even if it is only once per game).

--FCS vs Advanced Sensors: In my opinion, these remain the best two system upgrades in 2.0. Collision Detector is a little too expensive for what it does. IG88B's ability still benefits greatly from FCS, even though it is 'watered down' compared to 1.0. However, grabbing target locks will be tricky, especially since you want evade to enable juke. I still think it has value, but in order to really get good use out of it, you have to fly aggressors a little differently than in the past (since you say you never flew them, this may not be an issue, of course!). If you do give FCS a try, my suggestion is to use 'bait & switch' opening. What is that? Its basically when you split up your IG88s and present one of them as 'bait'. Usually IG88B is the best choice, since he draws more aggro than the others. So IG88C flanks while 'B' goes straight in (but not too fast----you want to make sure C is getting shots when the shooting starts). Then on the turn when you know shooting will happen, use the long moves available to the aggressor to dodge arcs with IG88B (+boost more than likely). Meanwhile, C moves in and grabs his Target Lock on your #1 priority target. For the rest of the fight, C can happily boost or evade as needed to get the Juke going. IG88B will then have to pick up his target lock later in the battle when he gets an opportunity (preferably when no one can shoot him).

Hope that helps!

Oh and by the way, I think your choice of Juke as a Talent is a good one (some people might not see how it is so good, but it really is one of the best Talents in 2.0 right now)

Edited by blade_mercurial

My comment is quite pale to the solid and detailed analysis of @blade_mercurial, but I still want to suggest something completely different. It has even more bro content:

IG-88A and C each with title and trick shot, Palob with IG-88D and title.

Adding engine upgrade on Palob would be the icing on the cake, but that doesn't fit points wise.

So something with IGs which struck me is that D might be really good. With the ability to swing either way on his Segnor's loop (straight, bank, or hard), plus a potential pre-move boost, that's a pretty huge potential for swings.

Pulling red moves, I'm also tempted by Elusive. I know Juke is great from Phantoms, but part of me really wants those double calculates more than Evade tokens. Elusive becomes a lot stronger if you've got tokens to spend, too. With a defensive Talent, I kinda want to stick with B. Ion Cannons aren't amazing, but 1e style "gunner" was always a decent tool for pushing damage on low dice mods. I kinda want to stick with Advanced Sensors. So the core: IG-88 B and D (Elusive, Advanced Sensors, Ion Cannon, 2000) 88 points each. Adding in a bomb and a Contraband Cybernetics on each would easily fit, but I also like the thought of a sizeable bid, since it probably won't be too easy to fully kill both of these things within tournament time windows (up to 68 points protected by the last half ship).

On 9/25/2018 at 1:11 PM, flooze said:

My comment is quite pale to the solid and detailed analysis of @blade_mercurial, but I still want to suggest something completely different. It has even more bro content:

IG-88A and C each with title and trick shot, Palob with IG-88D and title.

Adding engine upgrade on Palob would be the icing on the cake, but that doesn't fit points wise.

You could go Torkil Mux and fit the engine upgrade, if you don't care about trick shot. IG-88s aren't super high Initiative, and knocking someone down to Init 0 to kill them before they shoot could be handy.

A guy that I have been playing with has been running IG-88A with C and the Jakku gunrunner and IG-88D crew. The IG's are pretty lightly loaded, but it allows calculate tokens to be passed around like crazy.

One version had afterburners on the quadjumper, it let him boost/evade, tractor someone, and than when the quad was the ship in the most obvious line of fire, he would get a calculate passed to him. It was ridiculous, but super fun.