is IG-88B a trap (or: how do Brobots shoot anything)?

By Quarrel, in X-Wing Squad Lists

"After you perform an attack that misses, you may perform a bonus Upgrade cannon attack."

Never mind the fact that there are no general-purpose damaging cannons in 2.0. If 67-100% of your list can only shoot forward and is Initiative 4, your odds of being able to even take that first shot (and thus even potentially benefit from B's ability) is minuscule in today's I5-6 Ace-filled environment. I just faced a janky squad of B-list unique Phantom/Interceptor/TIE ln pilots with a Bots+1 list. It wasn't even trying to hard-counter my list -- it just did since it cost less than 200 points. There may have been one round where all three of my ships could attack, but if so, I don't remember it. I don't know how I'm even supposed to roll red dice against Wedge or Whisper.

Is the IG-88 key not spending 15 points on cannons? Flying fancy with alternating boosts and target locks while only attacking every three rounds? Being Worlds-level at maneuvering and only facing opponents who aren't? Something else? I have no idea what to even try next.

I think the advantage of being able try again if you miss is that you don't have to spend points (and slots) on upgrades which stop you from missing.

I'm a sucker for cool I4s and spending 200pt, so I've played a lot of games where I'm moving last.

Its very hard indeed when you only have 2 or 3 ships. Such as Brobots. The only real answer is lots of practice and expert flying, but it can be done. Just know that it's pretty much the hardest X Wing you can play and your expectations can be tuned to match. So you go in not necessarily looking to win but finding out where you can improve your approaches and the gambits you can use to trap your opponents. Killing one ace but losing the game is a moral victory that can help you finesse things next time.

The practical answer, should you actually wish to win the odd game on your journey with lower Init, is use at least 4 ships. The 4th will give you a lever to work off, not everyone needs to shoot at an ace to hurt it. Once the ace is hurt, it's scared and you have an in.

Unless it's Rexler.

A pair of Brobots is gonna be very hard to get ticking atm. I have no real experience with them but I have done ok with a pair of Adv Sen Defenders, which is a similar archetype, (but better). The Bots can theoretically make use of Adv Sen to be similarly unpredictable and set traps on more obvious moves from your oppo. Going for R1 is not gonna work, aim for R2/3, be very patient and chip away is the best I can offer.

Take 3 brobots (B,C and D?) and give them all jamming beam plus title :) - it fits.

8 hours ago, RollingSwarm said:

Take 3 brobots (B,C and D?) and give them all jamming beam plus title :) - it fits.

I was going to make the same comment. I like flying IG-88B in a list with both a Tractor Beam and a Jamming Beam. I am either going to put a Tractor Token on you to allow my PS3 or lower ships to have a better chance of attacking you next, or I will put a Jamming Token on you to negate Green Tokens next turn.

4 minutes ago, Varjonnapnew said:

I was going to make the same comment. I like flying IG-88B in a list with both a Tractor Beam and a Jamming Beam. I am either going to put a Tractor Token on you to allow my PS3 or lower ships to have a better chance of attacking you next, or I will put a Jamming Token on you to negate Green Tokens next turn.

Jamming won’t do anything next turn, jam tokens are removed at the end of the round.

5 minutes ago, Varjonnapnew said:

I am either going to put a Tractor Token on you to allow my PS3 or lower ships to have a better chance of attacking you next, or I will put a Jamming Token on you to negate Green Tokens next turn.

1. Chances are very low that both 88B and a PS3 ship will both be able to shoot the same arc-dodger.

2. Jamming tokens wear off at end of round in Second Edition.

3 minutes ago, Varjonnapnew said:

or I will put a Jamming Token on you to negate Green Tokens next turn.

Orange Tokens, including Jam Tokens, are removed in the End Phase. Jam tokens don't hang around from turn to turn. Jam and Jamming Beam are good for stripping green tokens before the rest of the squad fires or popping Locks.

Round tokens are removed at the end of the round. You will notice that beneficial round ones are green, an adverse round one are orange (like jam or tractor)

Edited by flooze

B is not very good, IME. You need action efficiency, which means you really want A and C, and there aren't any cannons good enough to be worth taking on a ship that already has 3 dice.

I think a opinion alot of people have which is wrong is your "must" use ig88-D crew if you have another ship with you and thus takes IG88D pilot out of the equation when that bot is goood. One list which I am 5-0 with is IG88A,IG88D and 4Lom.

On 3/18/2019 at 11:35 PM, Quarrel said:

"After you perform an attack that misses, you may perform a bonus Upgrade cannon attack."

Never mind the fact that there are no general-purpose damaging cannons in 2.0. If 67-100% of your list can only shoot forward and is Initiative 4, your odds of being able to even take that first shot (and thus even potentially benefit from B's ability) is minuscule in today's I5-6 Ace-filled environment. I just faced a janky squad of B-list unique Phantom/Interceptor/TIE ln pilots with a Bots+1 list. It wasn't even trying to hard-counter my list -- it just did since it cost less than 200 points. There may have been one round where all three of my ships could attack, but if so, I don't remember it. I don't know how I'm even supposed to roll red dice against Wedge or Whisper.

Is the IG-88 key not spending 15 points on cannons? Flying fancy with alternating boosts and target locks while only attacking every three rounds? Being Worlds-level at maneuvering and only facing opponents who aren't? Something else? I have no idea what to even try next.

Yeah without 1.0 Cannons like mangler or full arc HLC the ability becomes alot worse. The only way this ship becomes a must pick is if better cannons are released or Ion control is OP.

12 hours ago, thespaceinvader said:

B is not very good, IME. You need action efficiency, which means you really want A and C, and there aren't any cannons good enough to be worth taking on a ship that already has 3 dice.

Yeah I agree with you, however I dont believe C is that great as 1) boosting at I4 is not that great 2) getting a evade token doesnt help with offensive mods 3) double calculate is really good and is usually the better choice anyway especially with rolling 3 red dice and 3 green dice.

Jamming and Tractors could be a trap because in most cases, your opponent is willing to spend tokens on the first attack to not take damage. However, if your opponent is close to a rock, you can force them to decide to first damage so they can't be tractored on a rock.

With that said, you want ions. The ion cannon does damage and gives you control. With the very maneuverable Bros, getting out of arc of a predictable ship is easy.

The thing which keeps going through my mind is that if I'm flying an IG-88 and I manage to get a shot, and a *MISS* then it's a big L for the round. Ships this expensive can't afford to not do damage when they get shots. So IG-88B and Ion Cannons give a much better chance to actually push a damage.

I have been flying C and D alot. Usually with 4LOM. The ability to manuever in alot of ways when doing the sloop helps. I just forgo the cannon idea.