The previous week I had flown three different variants, mainly using IG-88A plus another just to make sure this ability was as pointless as I thought it would be. It proved me right, though this may have been down to my flying of the new ship and getting my head around the Segnor’s Loop.
I realised that the IG-88A ability just didn’t give a real offensive advantage and in the end the more red dice you can throw the better and this just seemed like the opportunity to die a bit slower.
At Friday Night X-Wing at Beanie Games this week I thought I would put a more aggressive build through its paces, I even got the chance of three games before the night with Percy to test a few thoughts out. After those three losses 😉 I settled on this build:
Fire Control System
Fire Control System
this came to a total of 96pts with both at Pilot Skill 8.
There was another good turn out tonight, 26 people which did mean that Mark Gibson couldn’t actually play 🙁
I had three rounds to try this build out, the first round was against Joseph Moorfoot who was running Scum version of the Y-Wing and HWK, two Y-Wings and a souped up HWK. This was a close match though if you had seen one of the earlier rounds you would have thought it would have gone quicker as both of the IG-2000s focused their fire on one of the Y-Wings and both got in a hit and two crits one load stripped its shields and the other got a hit and then two direct damage crits and blew the Y-Wing out of the sky. It got trickier from there though but I think the lack of manoeuvrability of the two ships he had left along with the nippiness of the two IGs left the game in my balance. Joseph did remove one of the IGs, the one that gave the Gunner-type ability to both of them, but this wasn’t enough and my remaining IG took out his other ships slowly and steadily. A 100-48 win for me.
Colin Bullock was running 4 bare Bs and a bare Z-95 all at pilot skill 2, that is a total of 36 hit points and 14 red dice. This was the tankiest list I came up against and Colin did really well to restrict the IG’s movements and attacks by stranding one of them (IG-88B) on an asteroid and wearing it down, leaving me with only one ship to chew through all those shields and hull. This didn’t happen 😉 a 100-0 win for Colin.
Aaron was running a rebel build with a B, “Leebo” with Determination and a Z-95. By this time I was starting to get into the swing of how to fly the IG-2000 using its Segnor’s Loop better and not being afraid to keep the stress on for a turn or two if it gave me good shooting advantage. We seemed to go into a joust situation straight off and this took a couple of shields off of “Leebo” but then we got past each other and the B-Wing got concentrated on and went down under a pile of fire from the Mangler Cannon, just stripping off shields and hull. Then when I started to concentrate on “Leebo” Aaron actually got several uses of Determination and stopped the YT from dying a bit earlier than it actually did. As for “Leebo” shooting at the IGs, they were out of arc for most of the shots and Autothrusters really made their presence known, with shields and hull coming off really slowly. I just ignored the Z-95 in the last few turns to try and ensure I killed the YT and I took off its last hull in the last round of the game, this was a tight fun game but in the end a 88-0 win for me.
After running lots of variants of the IG-2000 dual build I think they are really fragile (once trapped with a swarm shooting at them they just melt away) and should never be used in a straight joust but more like a Phantom, arc dodging, fighting separately from each other. I also think the build I ran at FNX would be improved by dropping the Ion Cannon which never saw a decent shot coming out of it and replacing this with a Proximity Mine and Inertial Dampeners, these would give more area control and movement choices.
So the next outing will see that build, 98 points and Pilot Skill 8.