The Rule of Eleven.

By TheGreedyMerchant, in X-Wing

I've been playing for about three months give or take, and one thing I keep hearing about but don't fully understand is the rule of 11. I don't know if its been covered already or not but could anyone enlighten me about this. Many thanks in advance

Can't say I've ever heard of it myself.

Is this like spinal tap, it goes to 11? lol

Interesting idea but really poor execution in the video. The confusion between "Units of 1" and "maneuvers" of 1 is odd. Also, especially for ordnance based ships, PS reallly really matters.

Not to mention, the whole system seems like it would break down if the other guy isn't going to simply charge in to joust.

I know I'd avoid that like mad if I was flying against fully loaded bombers.

The rule of 11 is simply that, considering you and your opponent set up across from each other, you need to move a combined total of 11 ship-lengths towards each other before you can exchange shots.

Example...

  • Player A takes a 3-straight - this counts as moving 4 ship-lengths towards the opponent.
  • Player B takes a 4-straight - this counts as moving 5 ship-lengths towards the opponent.
  • They have moved a combined total of 9 ship-lengths towards each other. Therefore, there is still 17.5-9 = 8.5 ship-lengths separating them and no shots will be fired (range 3 = 7.5)

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Edited by Klutz

Not to mention, the whole system seems like it would break down if the other guy isn't going to simply charge in to joust.

I know I'd avoid that like mad if I was flying against fully loaded bombers.

If you're flying X-Wings vs ordnance TIE Bombers you want to prevent 11 from happening. Ideally you want to force 10 and then jump to 16.

Also breaks down if you/they start on edge, if you/they barrel roll backwards, large ships are involved, AND WHO IN THEIR RIGHT MIND JOUSTS LOADED BOMBERS?. Not much of a rule if there are that many exceptions already.

Edited by Rakky Wistol

Be mindul that most ordinance requires a Target Lock (we all know the various exceptions) so I think this is more to do with ships, like the Interceptor, that need to get in fast - but shoot first and from a safe distance - and then fly away. It also seems more about getting close enough to shoot but not too close too soon, such as a range 1 against a swarm. Han wants to get to range 3 ASAP as do the squints and where you go afterwards depends on your particular strategy.

I would think B-Wings would want to get to 3, shoot, then move 1 and barrel backwards to shoot again. They can take a couple rounds of punishment before a more conservative strategy is taken.

Also breaks down if you/they start on edge, if you/they barrel roll backwards, large ships are involved, AND WHO IN THEIR RIGHT MIND JOUSTS LOADED BOMBERS?. Not much of a rule if there are that many exceptions already.

The rule is : 2 ships, directly across from each other, need to move a total of 11 ship-lengths forwards past the edge of their setup areas before shots can be exchanged. There are no exceptions to this rule.

If you barrel roll backwards, you are simply moving half a ship lenght back.

If you setup ships with their backs on the edge of the board, you are simply starting 1.5 ship-lengths behind the edge of your setup are (at -1.5 ship lengths if you will...).

If you are not directly across from each other, the distance you need to cover before exchanging shots is simply more than 11. You could guesstimate the distance you need, knowing 11 is if you're directly across from each other.

Just because it doesn't apply to all situations doesn't mean it's useless.

Also breaks down if you/they start on edge, if you/they barrel roll backwards, large ships are involved, AND WHO IN THEIR RIGHT MIND JOUSTS LOADED BOMBERS?. Not much of a rule if there are that many exceptions already.

I think the point is that if you are not counting the forward moves then you don't know if you are moving into a potentially dangerous joust situation against loaded bombers. This technique also involves knowing the dials of your opponents pretty well.

The rule works well beyond bombers. It's used to gain the upper hand as certain ships are better at different ranges vs each other.

If people don't want to learn they don't want to learn. Don't say the information wasn't presented to you though. :/

The rule of 11 is good to be aware of, it works best against new players and those that want to Joust. As soon as you play against an opponent who tries to maneuver it's usefulness drops off.

I use Rule of 11 all the time to control the first engagement, which is often critical to determine the outcome of the game.

Has anyone calculated the best way to break through range 2-3 against ships with ordnance? That video kinda just crapped on the X-wing's attempt to get in close, so I'd like to know the best way into range 1.

Don't get hung up on the idea that the rule only applies to bombers with missiles. If the X's have a higher pilot skill than the bombers that will keep you out of reach from missiles as they need that target lock to fire them. The rule is to show how to determine the distance for the first two exchanges in an X-Wing game, and even there only if the ships line up directly across from each other.

About the rule of 11: do not hesitate to measure the board before the game.

It kind of depends on which side of the pond your playing.

At least in the French translation, the board is not 3' * 3' but 90cm*90cm.

The range ruler and templates are the same though (30cm long for the ruler and 4cm for a ship length)

If you play on a 3 feet board, after deploying on the edge and moving 10 base lengths toward each other you should not be in range.

91.5 -10-10 - 10*4= 31.5 > 30

if you play on a 90cm board, after deploying on the edge and moving 10 base lengths toward each other you may be in range!

90-10-10-10*4 = 30!! The exact length of the ruler. Due to movement approximations and the way we deploy you may or may not be in range at that point.

I wonder which countries play in feet and which in centimeters.

Also breaks down if you/they start on edge, if you/they barrel roll backwards, large ships are involved, AND WHO IN THEIR RIGHT MIND JOUSTS LOADED BOMBERS?. Not much of a rule if there are that many exceptions already.

I'm not sure how it breaks down, really. The rule is nothing more than a measure of distance. The Rule of 11 isn't about how you fly your ships, it's how to conveniently think about the length of the play area in terms of base length.

Hmmm... Lots of anger have I caused... Strong in the dark, I am!

This was the first I'd heard of it but have been doing similar calculations myself. It seems very useful vs. jousters and new players but I don't joust (flying all those interceptors and Hipposhuttlebuses) and, sadly, don't play too many newbies except the occasional online game. I was jabbing a little bit at the "Rule" of "11" because its not much of a rule and there are many factors that make the magic number not 11.

Can't learn huh? I've learned to never give you the advantage of being able to use this trick. Not that I had plans to joust anyway!