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Star Wars: X-Wing Miniatures Game» Forums » Strategy

Subject: Using the Intelligence agent. rss

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Joseph Woodworth
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Wave three brought some interesting new options - a lesser talked about one seems to be the intelligence agent. I've seen it in a list with the navigator - as navigator lets us change our maneuver when we reveal it.

How does it work? Intelligence agent doesn't help us with choosing a maneuver, but since it gets used in the beginning of the activation phase, all maneuvers have already been chosen.

I think a potent use of the intelligence agent is going to be with low pilot skill pilots (moreso than high skill pilots) that can reposition with barrel roll and boost. Intel Agent's info will let our low skilled pilots know exactly how to make the best of boost and barrel roll to end up where we want to without guessing about the enemies movement.

It will also help you know which ship to target lock if you want to fire at something in your arc, or when you should chose evade over focus etc... granted, one intel agent will only let you know about a single ship

Here are a few rebel lists designed to use the intel agent to help a swarm of lowly 1 or 2 skilled pilots....

==================
Rookie Operations
==================

Rebel Operative (22)
HWK-290 (16), Ion Cannon Turret (5), Intelligence Agent (1)

Rookie Pilot (26)
X-Wing (21), R2 Astromech (1), Engine Upgrade (4)

Rookie Pilot (26)
X-Wing (21), R2 Astromech (1), Engine Upgrade (4)

Rookie Pilot (26)
X-Wing (21), R2 Astromech (1), Engine Upgrade (4)




==================
Green Operatives
==================

Rebel Operative (17)
HWK-290 (16), Intelligence Agent (1)

Rebel Operative (17)
HWK-290 (16), Intelligence Agent (1)

Green Squadron Pilot (22)
A-Wing (19), Push the Limit (3)

Green Squadron Pilot (22)
A-Wing (19), Push the Limit (3)

Green Squadron Pilot (22)
A-Wing (19), Push the Limit (3)

(here you could drop an operative and get a turret, and some stealth devices or missiles....) - the dual operatives let you look at what more than one ship is doing, and get your a-wings to find good positioning... - you can also go to prototype pilots, but the ptl a-wing lets us get the most out of repositioning... Daredevil a-wings might also be pretty cool with intel agent.
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commuter zombie
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Interesting, it's definitely an approach worth trying though I think that the Green Squad Variant is horribly under-gunned.

I might give the Rookie Operations squad a try or go for an 'Agent Blue' setup (3 * Blue Squad with Engine Upgrades instead of the Rookies for maximum re-positioning potential).
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Ozzel Adams
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I have been trying to come up a list that uses Navigator with a bunch of low skill TIE bombers with proton bombs and/or seismic charges. That way it is useful both for choosing target locks and making sure the bombs hit.
 
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Xander Fulton
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Problem with those lists is that, for the (EDIT: intel agent) to work, he has to be pretty close to an enemy ship.

Do you REALLY want to take a HWK-290 close in on an enemy ship?
 
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Josh Derksen
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XanderF wrote:
Problem with those lists is that, for the operative to work, he has to be pretty close to an enemy ship.

Do you REALLY want to take a HWK-290 close in on an enemy ship?


Given the HWK's dial, you probably won't get a choice in the matter.

As long as the HWK survives the alpha strike, you'll get to use intel agent against pretty reliably and it seems likely you'll also remain in turret range, since both abilities are range 1-2.
 
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Joseph Woodworth
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XanderF wrote:
Problem with those lists is that, for the (EDIT: intel agent) to work, he has to be pretty close to an enemy ship.

Do you REALLY want to take a HWK-290 close in on an enemy ship?


As a rebel operative with 1 attack die, and n special ability apart from crew, would you focus on destroying it while fighters try to bring you down?
 
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Henning
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Maybe an outer rim smuggler with 2 x intelligence agents could be useful?
 
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Xander Fulton
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Hinnyboy wrote:
Maybe an outer rim smuggler with 2 x intelligence agents could be useful?


And "engine upgrade", for good measure...
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