Rogue Squadron: Expert Aggressors

All Wing Report In

Aggressor “IG-88B”  (IG-2000 Expansion Pack) (50 pts)

Once per round, after you perform an attack that does not hit, you may perform an attack with an equipped secondary weapon.

  • Title– IG-2000 (IG-2000 Expansion): You have the pilot ability of each other friendly ship with the IG-2000 Upgrade card (in addition to your own pilot ability).
  • Modification– Autothrusters (Starviper Expansion): When defending, if you are beyond Range 2 or outside the attacker’s firing arc, you may change 1 of your blank results to an evade result. You can equip this card only if you have the boost action icon.
  • Cannon– Mangler Cannons (IG-2000/M3-A Interceptor Expansions): Attack one ship. 3 Attack, Range 1-3. When attacking, you may change 1 of your results to a result.
  • Cannon- Flechette Cannon (M3-A Interceptor Expansion):  Attack one ships. 3 Attack, Range 1-3. If this attack hits, the defender suffers 1 damage and, if the defender is not stressed, it also receives 1 stress token. Then cancel all dice results.
  • Elite Talent Expert Handling (TIE Advanced/X-wing Expansions)– Action: Perform a free barrel roll action. If you do not have the action icon, receive 1 stress token.You may then remove 1 enemy target lock from your ship.
  • System– Advanced Sensors (E-wing/Lambda Shuttle Expansions)- Immediately before you reveal your maneuver, you may perform 1 free action.If you use this ability, you must skip your “Perform Action” step during this round.

 

Aggressor “IG-88C”  (IG-2000 Expansion Pack) (50 pts)

After you perform a boost action, you may perform a free evade action.

  • Title– IG-2000 (IG-2000 Expansion): You have the pilot ability of each other friendly ship with the IG-2000 Upgrade card (in addition to your own pilot ability).
  • Modification– Autothrusters (Starviper Expansion): When defending, if you are beyond Range 2 or outside the attacker’s firing arc, you may change 1 of your blank results to an evade result. You can equip this card only if you have the boost action icon.
  • Cannon– Mangler Cannons (IG-2000/M3-A Interceptor Expansions): Attack one ship. 3 Attack, Range 1-3. When attacking, you may change 1 of your results to a result.
  • Cannon- Flechette Cannon (M3-A Interceptor Expansion):  Attack one ships. 3 Attack, Range 1-3. If this attack hits, the defender suffers 1 damage and, if the defender is not stressed, it also receives 1 stress token. Then cancel all dice results.
  • Elite Talent Expert Handling (TIE Advanced/X-wing Expansions)– Action: Perform a free barrel roll action. If you do not have the action icon, receive 1 stress token.You may then remove 1 enemy target lock from your ship.
  • System– Advanced Sensors (E-wing/Lambda Shuttle Expansions)- Immediately before you reveal your maneuver, you may perform 1 free action.If you use this ability, you must skip your “Perform Action” step during this round..

 

Lock S-Foils in Attack Position

This squad is incredibly fun to fly. The unique nature of the IG-2000 title card, granting each ship the pilot ability of the others, makes for some interesting combinations. At 36pts each (72pts for two) it sets you up in a position where you could easily fit another ship or two into the mix. But contrary to the old meta, decking these ships out is really worth the 28pts sunk in upgrades.

I flew this squad in a tournament this past weekend, only my second time flying any Scum ships and my first time with these ships in particular. Came in 2nd out of 12 and the final game was really close. In fact, until the final game I never lost a ship. The combination of the S-loop, Advanced Sensors, Inertial Dampeners, Boost, a Barrel Roll from Expert Handling and an unprecedented 9 green maneuvers meant these ships could go damn near anywhere when they moved.

Flechette cannons turned out to be worthless. I only ever used them once, to give Whisper a stress, which ended up not helping me any. A combination between the two ships of Flechette and Ion Cannon might be worth having, but it would require some changes. Mangler cannon kicked some ass.

Speaking of stress,  despite the huge array of green maneuvers stress can really cause this list trouble. Flew against Kath with a Mangler and Tactician in the final round (the one I lost). She loaded me up with stress two at a time a few times.  While I could clear one each turn, I was shut down from taking the really useful repositioning actions.

The Gunner like ability from IG-88B helped mitigate this somewhat, as each ship would have two chances to hit something. That was invaluable. Sadly, he was the first ship I lost so that ability vanished in the endgame when I really needed it (had triple stress on my last ship the last few rounds).

Autothrusters, however, were worth every point. I flew against a Fat Han/Jan Ors list that had wrecked another dual Aggressor list earlier in the tournament. He didn’t have Autothrusters though. I would have been quite dead if it hadn’t been for those. Even on the rounds where no one used a turret, they still saved me on a few range 3 engagements.

 

Variations

What’s great about these ships is that the variations are many without changing the fundamental build. You could easily switch out which IG-88 you pair with B (seriously, always run B).  D gives some nice flexibility with your S-loop. That would have been nice to have a few times. A is probably not as good. Recovering shields is always nice. But unfortunately, unless you’re playing a swarm, it won’t trigger very often. And in the endgame if its you verse one other ship, it’s completely useless.

The main thing I would probably change would be to drop the Flechette cannon. It seemed like a good tool on paper, give me an option of giving someone a stress when needed. Also save me from the crit that causes discarding a secondary weapon and the loss of the Mangler. But that’s not really worth the 2pts. Better to load up a Seismic charge.

Aside from a bomb, there are  lot of other ways you could use those two points. Exchanging Expert Handling for Predator or Outmaneuver, as those always have potential. Push the Limits is also another good one. Like Expert Handling it gives you a stress, but Advanced Sensors plus the wide range of green maneuvers mitigates both in most cases. Would cost you the ability to barrel roll (which was useful on several occasions) but also means you can focus/evade for extra defense. (or if you fly C, Boost/Focus/Evade).

If you instead drop the EPT to a 1pt talent you could then take a Heavy Laser Cannon. Now, the main downside to HLC is that you can’t use it at range one. Therefore at range 1 you don’t get to trigger your gunner like ability if you miss on the first shot.  I don’t really think the extra dice is worth that loss. Especially with how nice Mangler’s free crit is. Alternatively, you could take Mangler and Ion cannon, which gives some nice control flexibility.

Going with a 1pt EPT gives you a lot of good options. Veteran Instincts is never bad. PS8 isn’t the best but higher is almost always better. In the last game I played it would have been very useful to move after Kath. And if you ever face a mirror list, if you have VI and your opponent doesn’t, it will really help you win. Determination or Adrenaline Rush are other good options.

The new Illicit upgrades offer only a few other options. Hot Shot Blaster is nice for those times when you don’t have arc. It’s uses can’t be underestimated.  Just dropping the Flechette and trading Inertial Dampeners would allow it. But it is 3pts for a one time use. Inertial Dampeners themselves proved quite useful.

I would recommend against Feedback Array, as your hitpoints are very finite. Maybe in combination with IG-88A, and only use it when you can destroy a ship, therefore recovering the damage that you do to yourself. Similarly, Deadman’s Switch isn’t ideal, though could force your opponent to make a choice between blowing you up and taking damage or letting you live another round.

All around, the Aggressor combo is a lot of fun to fly with a lot of variation potential.

 

1 Comment


  1. It’s worth noting that B’s ability still triggers for HLC at range 1, but you would have to take the second shot at someone else that’s further away.

    I think that Feedback Array is worth it for its versatility. It doesn’t activate A, though, since it’s not an attack. On that note, since it’s not an attack, you can use it against people you’ve bumped.

Comments are closed.