Prioritizing Targets

By drylndsurf, in X-Wing

As part of another thread ( The Good ol' Tie Swarm ), DraconPyrothayan gave a quick explanation of his process for determining priority targets during each game. This is useful in both determining how to protect your ships that represent the highest priorities for your opponents, and which of your opponent's ships you need to take out first or fire on during a given turn.

In my opinion, this is one of the most subtle parts of the game and it can help you swing the game in your favor early.

What is your process for prioritizing targets? How do you decide who to take off the board first?

I'll let Dracon explain his own thinking (or you can check it out from the link above).

Take the easy kills first.

If you can kill some small ships early, and the other player only damages yours, you will face him with 100% of your firepower next turn, but he only gets 100% minus the dead ships.

If one ship causes more damage than other ships, it has priority.

(unless it is so hard to kill that you can reduce his firepower more by killing of other ships)

I feel taking out the tankiest ship first is the smartest. The ship that will take the most fire to take down should be targetted first (Depnding on how lethal they are.)

For example Chewie. Or any YT for that matter. You want to do as much damage full strength as possible that first pass because if you leave chewie alone or until last you may not have the fire power to bring him down.

This is where strong lists are the ones that have good ships across the board that are all lethal and dont really need synergy to do well.

Like blue Chewie. Each Bwing is deadly and so is chewie.

Another example is Luke with R2-D2 Shield upgrade. Hes a tough nut to crack esp with his pilot ability. in my store championship my first two opponents ignored him saying hell be easier to take out when hes by himself. I won both those games because of that. during my final match he targeted luke and boy did i pay for it. to be fair its not always a bad idea going for the ship thats worth the most points, because in the end a modified win is still a win.

Im no expert at the game and by far not a skilled pilot but from my observations i tend to think this works.

Also, the other side of the arguement is take out as many ships as possible in a turn. I believe this onl;y works against tie swarms where you need to take out a tie a round. You can leave howl to the end. if you can if the opportunity arises to blast her away then id do it.

Liek many have said before me and after me this is a dice game anything can happen.

Take the easy kills first.

If you can kill some small ships early, and the other player only damages yours, you will face him with 100% of your firepower next turn, but he only gets 100% minus the dead ships.

If one ship causes more damage than other ships, it has priority.

(unless it is so hard to kill that you can reduce his firepower more by killing of other ships)

This is how I play in most games, but the logic breaks down when it comes to tournament play. It seems like it would be worth more to go after getting the most points off the board the quickest.

Whichever ship lost most effects your opponent, that is your #1 target, etc...

Depends entirely on what is in both lists. If I'm flying a lot of interceptors or a-wings, the turrets are the number 1 priority, with my bomber list it was the high damage output ships that needed to go quickly, if I see the enemy list uses some kind of combo to work, identify the weakest link in the combo and go for that.

Because ships remain fully effective (baring crits) until they are destroyed, going for as many dead ships as quickly as possible is never a bad idea, but it us still situational. Like someone above mentioned, if you can kill all of your opponents ships except one really fast, but that one is Luke with R2-D2 and an extra shield you may not have enough ships left to actually get any damage through his endlessly regenerating shields and free mini-focus.

I like to look at two ratios:

Attack: Defense

Ships with a high attack value vs defensive value are always my first targets. You are more likely to do damage and once you kill them the more it will reduce their fire power.

B-wings, named YT-1300, and Lambda Shuttles rank high with this ratio.

X-wings, TIE Interceptors, and Y-wings are in the middle

TIE Fighters, TIE Advanced, and A-wings are pretty low.

In a tournament I also like to look at points vs hits ratio. Shooting at these ships will give you more points in a tournament.

I also like to target, what I like to call, Synergy Ships. These are not just ships that help ships around them, but all the ships around them. Howelrunner and Captain Jonus are good examples.

Some great thoughts so far. Thanks!

Weakening an opponent's offensive capabilities is clearly a popular tactic.

How about taking into consideration which ships will be harder to destroy later in the game (i.e. Interceptors and A-wings)? Sometimes I find it useful to get these ships off the board quickly so I don't have to worry about them dancing around outside firing arcs later in the game. Especially when it will probably be my less maneuverable ships left near the end anyway.

There is no hard and fast heirarchy in this discussion. Too much depends on your list and the opposing list, with all the variables of placement, maneuver, set up, game format/objectives, etc. The only thing I'll say is that a lot of people try too hard to go after "high value" targets that are hard to kill rather than taking the easier kill off the board. I'll see lots of shots go after the Stealthed Howlrunner instead of the wounded Academy, for example. Once in awhile it's worth it to go for the longshot, but the majority of the time, you should just take what you're given, not get greedy, and it will work out for you in the end.

I hear ya, ShihTzu. Prioritization changes dramatically from game to game, and even from round to round in the same game.

It has really helped my game to think about prioritization instead of just going for what immediately looks like the answer. Sometimes the long shot does make more tactical sense.

There is no easy answer to this, and it depends entirely on what kind of list both me and my opponent are running.

Lets say I set up against the following:

Kitted out Chewbacca and 2 blue squadrons with fcs.

I am running an ORS and 3 blue squadrons with fcs.

I played 2 very separate games in this match up last weekend. The first chewie was deployed on a flank, I rushed everything at the blues. Put the ORS in front of them, so one crashed and the other had to hard turn to avoid him. I then focus fired down the 2 bwings in 2 turns, and that was the game.

The reason for targeting the Bwings first was that I could effectively reduce his firepower by 1/3 for each dead bwing rather quickly, and then try and swarm chewie in the end game.

The next match up, chewbacca was leading, being followed by the b wings. I saw an opportunity where chewbacca wouldnt have an easy way around my blues for several turns, used the smuggler to block the bwings between some asteroids, while my 3 blues took out chewie in 2 turns.

Going for chewie first here was done simply because I could isolate him with little retaliatory damage. The smuggler, while taking the brunt of the firepower, did his duty, killing half a bwing and keeping them off my own.

In both cases the fire priority was dictated by set up and what was going on in the battle, rather than simply list match ups.

However, often times target priority is determined strictly by the list composition. So for instance, I play vs the same chewie/blue list, but this time with wedge/jan/biggs. My first target will always be chewie. If I can take out chewie in exchange for biggs, than I have the dog fight advantage, 2 aces, one with a turret vs 2 regular ships will almost always go to the aces.

And sometimes wargear plays a part. If I run 2 blues with ion cannons and fcs, a rookie and Biggs, then I will split my forces. Have the rookie and Biggs try their best to eat away at chewie, while my blues lock down the other blues with ion cannon fire. They can either split off and help out vs chewie, or just keep hitting the blues from behind with ions.

Often times it changes in the middle of a fight too. I had an instance where, playing 2x2b vs an imperial ace list, i tried to set up some shots on vader. Vader moved faster than I anticipated, but my opponent didnt see my maneuvers coming, and ended up with a soontir fel with his back turned to an xwing and 2 b wings, at range one. I switched targets, since luck had given me a great opportunity, and nuked soontir then and there.

So there is no easy way to determine target priority, it depends on the list match up, deployment, and movement. Often times priority target changes in the middle of a game, and you have to be willing to adapt.

If I can kill a ship that is an easy target, I'll do so to edge the numbers in my favor. Other then that, I'll aim for the most threatening ship inside range 1 or 2.

I want easy, solid shots to hit the target as much as possible. I try not to take a gamble at a range 3 ship that is slightly a higher priority target. To get kills, you need to get hints.

The caveat is when fighting game changing pilots. Wedge, Han, Krassis, Howlrunner..etc. Those get a much higher priority and ill be willing to take more gambles to get them out of the game asap.

Whichever ship lost most effects your opponent, that is your #1 target, etc...

Yes, but do you ignore the 2nd priority target that happens to be at range 1 of all your ships just to take R3 pot shots at a higher priority?

I've seen that tunnel vision mentality be the bane of many matches and players.

The post the OP referenced, reposted here in full

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I keep a running percentage in my head, as to how much of the total fleet they've damaged, vs how much I've damaged.
I weight it thusly:
Key ships (such as Howlrunner) gain a weight bonus. As the effectiveness of the ship goes down, so does the weight bonus.
Non-lethal damage accounts for 50% of the ship's total weight, and the last HP is the other 50%.

Warning: Math-Wing detected.
Font-shrinker engaged.
Tabber engaged.

TL:DR resumes at 14 point on left justification .

So, in my 7 Tie Howlrunner swarm, my starting weight is:

Howlrunner (12.5%, 6.5%, 6%), losing 2%, 1%, and 1% for each lost Tie across the board
Obsidian Tie (6.5 + 3.5 + 3)

Obsidian Tie (6.5 + 3.5 + 3)

Obsidian Tie (6.5 + 3.5 + 3)

Academy Tie (6 + 3 + 3)
Academy Tie (6 + 3 + 3)
Academy Tie (6 + 3 + 3)


Rather conveniently, this weighting system tends to correspond directly to the point cost of the ships ;-)

A more difficult challenge lies in applying a similar weighting system to my opponent's fleet, and what determines a "Key Ship".

Using this modular breakdown, I am free to prioritize in the following order.

  1. It allows their fellow ships to be more effective (Howlrunner, ships with Swarm Tactics, Squad Leader, or DTF)
  2. It negates the effectiveness of my fleet (Ship with R2-D2, extremely effective blockers/controllers)
  3. It damages my fleet more effectively than its fellow ships (Wedge, ships with 3 attack in a swarm of 2s, et c.)
  4. It is more fragile than its fellow ships (Wounded ships, Ships with lower Agility)
  5. It costs more points than its fellow ships (An extreme tie-break.)

Breaking down your example fleets, we've got BBXX. Assuming it's a Bloody Daggers fleet, rather than a Blue Thunder or another form, the breakdown goes thusly:

The B-Wings have a slight edge in the Blocking dept, so gain an advantage in part 2
The B-Wings have a slight edge in the Fragility dept (only have 1/2 the Agility. Yes, there seems to be a disconnect; I'll get back to this)
The B-Wings tend to cost more points than the X-Wings, depending on the upgrades used.

The 27/23 breakdown of points for Bloody Daggers seems sufficient for my analysis. Let's look at how that breaks down with the percentages.

B-Wing (13.5 + 2 + 2 + 2 + 2 + 2 + 2 + 1.5)
B-Wing (13.5 + 2 + 2 + 2 + 2 + 2 + 2 + 1.5)

X-Wing (11.5 + 3 + 3 + 3 + 2.5)

X-Wing (11.5 + 3 + 3 + 3 + 2.5)

With your BBYt example, if they're running a Named Pilot, no upgrades on any ship, and have proven consistently able to fire with their B-Wings, damage is largely equalized, and my prioritization should be even across the board meaning my shots are better used killing the B-Wings than the YT. However, if the YT is doing something annoying with Gunner, their damage goes up, and become a larger priority.

Now, the use of this method is for a simple purpose:
When I have a greater number of "Points" on the board than they do, I focus. When I have a lesser number of "Points" on the board than they do, I evade. Simple as that.

Barrel-Rolling is a matter for a future discussion :D

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B reaking T he L aw seems to be talking about the scenario I mentioned at the very end of the post (BBYt), and tackled it in much the same way I would.

  • Given that a "Kitted out Chewbacca" probably has a Gunner, he'd gain the Damage edge, and also the "Key Ship" bonus, meaning that I want to kill him as swiftly as possible.
  • With the B-Wings being damagable first, though, they get the Fragility bonus, and become my immediate targets.

So, yeah, I agree with what you did completely :-).

Here's a 100 point fleet to cause prioritization consternation

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

I btisam

+ O pportunist

+ A dvanced S ensors

-{ 35 }-

G arven D reis

+ R 2- D 2

+ F lechette T orpedoes

-{ 32 }-

" D utch" V ander

+ I on C annon T urret

+ R 7- T 1

+ F lechette T orpedoes

-{ 33 }-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Which would you target first, and how hard?

Just be carefull

For many lists, there is a "horrible unit".

That is that ship or combo of ships that is able to do vast damage against your list.

Very often, players will go to any lengths to get rid of that one ship. You can basically use it as bate to make them go atfer it and then just use the rest of your list to kill them of.

Here's a 100 point fleet to cause prioritization consternation

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

I btisam

+ O pportunist

+ A dvanced S ensors

-{ 35 }-

G arven D reis

+ R 2- D 2

+ F lechette T orpedoes

-{ 32 }-

" D utch" V ander

+ I on C annon T urret

+ R 7- T 1

+ F lechette T orpedoes

-{ 33 }-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Which would you target first, and how hard?

Depends on what list I am running and such, but lets assume the 3xblue and ORS discussed earlier. Definitely Dutch, as he his squad buff power has basically the same damage output as garvin's, but he is a lot more disruptive. You don't want a y wing trolling around a b wing with an ion cannon for very long.

Here's a 100 point fleet to cause prioritization consternation

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

I btisam

+ O pportunist

+ A dvanced S ensors

-{ 35 }-

G arven D reis

+ R 2- D 2

+ F lechette T orpedoes

-{ 32 }-

" D utch" V ander

+ I on C annon T urret

+ R 7- T 1

+ F lechette T orpedoes

-{ 33 }-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Which would you target first, and how hard?

Depends on what list I am running and such, but lets assume the 3xblue and ORS discussed earlier. Definitely Dutch, as he his squad buff power has basically the same damage output as garvin's, but he is a lot more disruptive. You don't want a y wing trolling around a b wing with an ion cannon for very long.

I do not think that "Dutch" is hitting as hard as Garven against your 1 agility ships, mate.

Garven's gonna average as >1 damage per shot, which is where the bar is set for an Ion Turret.

With your scenario, I might consider saving "Dutch" for last, honestly.

Here's a 100 point fleet to cause prioritization consternation

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

I btisam

+ O pportunist

+ A dvanced S ensors

-{ 35 }-

G arven D reis

+ R 2- D 2

+ F lechette T orpedoes

-{ 32 }-

" D utch" V ander

+ I on C annon T urret

+ R 7- T 1

+ F lechette T orpedoes

-{ 33 }-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Which would you target first, and how hard?

Depends on what list I am running and such, but lets assume the 3xblue and ORS discussed earlier. Definitely Dutch, as he his squad buff power has basically the same damage output as garvin's, but he is a lot more disruptive. You don't want a y wing trolling around a b wing with an ion cannon for very long.

I do not think that "Dutch" is hitting as hard as Garven against your 1 agility ships, mate.

Garven's gonna average as >1 damage per shot, which is where the bar is set for an Ion Turret.

With your scenario, I might consider saving "Dutch" for last, honestly.

No I mean, target lock is basically the same buff as focus for an attack 3 ship, when rolling those attack dice. Obviously he doesnt personally hit as hard as garvin, but knocking the ion down fast means I can fly against the other 2 ships I dont target first without having someone floating around being useless. So I remove that.

Here's a 100 point fleet to cause prioritization consternation

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

I btisam

+ O pportunist

+ A dvanced S ensors

-{ 35 }-

G arven D reis

+ R 2- D 2

+ F lechette T orpedoes

-{ 32 }-

" D utch" V ander

+ I on C annon T urret

+ R 7- T 1

+ F lechette T orpedoes

-{ 33 }-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Which would you target first, and how hard?

An avg squad for me is BBXHwk. All things being equal, I'm probably gunning for Garven first. I'm of the mind that you want to get funs off the board first, and while Ibi has the lowest Agi - he can also take enough hits to need more than 1 round, and is likely going to maneuver into harder to reach places.

The Xwing is more sluggish and will now likely pull off any crazy moves, making him a sweet target. With that in mind, I'm going to eat some shots to do it.