X-wing and Information Flow (wall of text)

By Biophysical, in X-Wing

X-wing and Information Flow:

The following is something I’ve been thinking about. It’s still in a rough form, there’s probably a lot of stuff wrong or missing.

The advantages of Piloting Skill are well known. The higher your PS, the later you move and pick your action, and the sooner you shoot. I’ve see lots of discussion about the merits of Piloting Skill, but there are some ramifications of Piloting Skill in a squad that I haven’t seen discussed very thoroughly, so I thought I’d lay them out here. This might mean I haven’t been party to the right discussions, it might mean that I’m totally off base, or it might mean that what I’m about to discuss is so self-evident that nobody bothers to mention it. Regardless, I’ll lay the ideas out in the case that discussing them might be helpful.

Piloting Skill is all about controlling information. The higher the piloting skill, the more information you control during deployment, maneuvers, and actions. Obviously, information is only important if it allows you to do something about it. Positional modification options (Barrel Roll, Boost, De-Cloaking) are much better on ships with a high PS than they are on ships with low PS, because you have more information about the field by the time important decisions are made. Conversely, higher PS is also about information denial. The actions of low PS pilots are taken in a void of information. Good analysis and accurate prediction of opponent’s plans can mitigate this information advantage.

Control of information flow is important at the ship level, obviously, but also at the squad level, particularly with squads that gain benefits from being in formation. For example, a Howlrunner mini-swarm might have several different piloting skills in its ships, but its destination will likely be revealed as the lowest PS ship makes its move. Similarly, a formation of Biggs with a Rookie Pilot will have its destination made less uncertain once the Rookie Pilot moves. This is one of the reasons I don’t personally like tight formations, as the overall plan is revealed as soon as the lowest-skilled pilot moves. The other reason is that asteroids limit good routes for tight formations, and this restricts a formation’s good moves even further, giving even more information to your opponent.

This idea is perhaps most important in deployment. Many players deploy ships near each other to aid in focusing fire, even if no range-dependent support is used. Even one low PS ship deployed early can give an indication of where the rest of the opposing ships will deploy. When considered with asteroid placement, knowing the location of the opposing ships gives a good indication of the initial movement strategy. Conversely, the more high PS ships a squad brings to the table, the more of the opponent’s strategy can be observed before revealing one’s own plans. A dispersed, high PS formation reveals little about one’s own plan and has more options to react to an opponent’s maneuvers.

On a less basic level, one can use a low PS ship to feed false information to the opposing player. Deployment of a pair of Academy Pilots separate from the squad’s main effort can give a false indication of where the main effort will take place. Likewise, a low PS pilot in formation can suggest a false route that isn’t followed by the rest of the formation in an important turn.

Finally, during the combat phase, the information flow is reversed. Players must make decisions about spending tokens and target selection for high PS pilots before they know where enemy attacks are directed. For example, a player must decide whether to spend a Focus token to boost Wedge’s offense before knowing if it will be needed to boost defense. A Rookie Pilot, on the other hand, will probably know whether a Focus token is needed for defense before the choice comes to use it on the attack. This information advantage is compounded with multiple low-level pilots. Generally only one will be the target. It may spend its token for defense, while the untargeted pilots spend theirs on attack. A group of high PS pilots would have to all hold their token for defense for any one of them to get a defensive advantage from a token (otherwise the opposing force will simply target one of the high PS pilots without a token, all other things being equal). I don’t mean to suggest that this advantage outweighs the advantage of firing first, but it is an advantage that should be taken into consideration while planning a squad.

This is something I have to read when not at work. :P.

I don't know if a lot of other people are talking about this aspect of the game, but it's one I personally spend a fair amount of time thinking about when I build lists and play--and you've done a really nice job of laying it out in a straightforward way.

Thanks. I really started thinking about this after a small tournament a few weeks ago. I had 3 Obsidians, Backstabber, and Brath. In all three of my games, the OSPs went down after my opponent's main hitters (lots of PS1 and 2 at that tournament), and my heavier hitters basically picked where they went. Two of my opponents had some swarm component. It just felt like I could completely dictate the terms of the game, because I knew where they were and where they had to go from the beginning. I don't think I even played that well, but I won all three of my games, and I think having more information than my opponent was a big factor.

I think this post should be read by a lot more people as it contains some fundamentals of the game that you indeed rarely see discussed.

The flow of information, with feints and misdirection can be influenced, and should be influenced, in the activation phase as much as possible. Things like Intelligence Agent and Enhanced Scopes olay a role here, but in Epic games also the distinct Rebel advantage of the coordinate action which allows you to have even a Blue Squadron reposition itself to face the highest PS available.

well said,

I look forward to using more squads with decoy, this card seems to be the direct counter to an opponent's understanding of your intentions, and when combined with Roark's pilot ability and advanced scopes should yield some scintillating chicanery.

I think people also tend to underestimate the usefulness of running a list where all, or at least, a fair few of the ships have the same pilot skill. When that is the case, you can choose the order in which they move and shoot relative to each other. This has lots of useful applications; like say when a pair of ships flying in formation needs to turn/barrel roll one way and then do it again the other way. This would be tricky to do if they had different PS, as one would always have to go first, but if they have the same PS, it's easy. Also, when shooting, if one ship has only one legal target, you can get it to fire first, and if it destroys that target, your other ships can shoot somewhere else. If that first ship had had a lower PS, it may well have ended up not being able to shoot that turn.

Edited by Omnitron310

Very nice analysis.

However I disagree with one key point:

Piloting Skill is all about controlling information. The higher the piloting skill, the more information you control during deployment, maneuvers, and actions.

Yes the higher the piloting skill, the more information you control during deployment and actions. But during maneuvers it is the opposite. The higher your piloting skill, the less information you have about ship positions when you have to select your maneuver. This is the basis behind blocking.

If all my ships move before yours, then I know where all the ships will be when I have to move my ships before choosing my maneuvers . I all my ships move after yours, then I only know where my ships are.

I prefer shooting last for the very reason you state. I would rather have two options on the table most rounds then one. When shooting last with an Acadey pilot I know that if I use my focus for defense that I still have a chance at damaging my opponent and with Howlrunner I have a high likelyhood of two hits so I can more freely spend that focus for defense. Wen if I don't hit and I was able to use that focus to survive then it is a wash and we move to the next round. I think moving first and shooting last has huge advantages.

I think people also tend to underestimate the usefulness of running a list where all, or at least, a fair few of the ships have the same pilot skill. When that is the case, you can choose the order in which they move and shoot relative to each other. This has lots of useful applications; like say when a pair of ships flying in formation needs to turn/barrel roll one way and then do it again the other way. This would be tricky to do if they had different PS, as one would always have to go first, but if they have the same PS, it's easy. Also, when shooting, if one ship has only one legal target, you can get it to fire first, and if it destroys that target, your other ships can shoot somewhere else. If that first ship had had a lower PS, it may well have ended up not being able to shoot that turn.

I agree completely. The more options you have, the harder it is for the opponent to guess your moves. Flexibility in movement order definitely enhances your options.

Very nice analysis.

However I disagree with one key point:

Piloting Skill is all about controlling information. The higher the piloting skill, the more information you control during deployment, maneuvers, and actions.

Yes the higher the piloting skill, the more information you control during deployment and actions. But during maneuvers it is the opposite. The higher your piloting skill, the less information you have about ship positions when you have to select your maneuver. This is the basis behind blocking.

If all my ships move before yours, then I know where all the ships will be when I have to move my ships before choosing my maneuvers . I all my ships move after yours, then I only know where my ships are.

This is a good point. I agree, with a caveat. Moving and acting first allows you to know what the very worst moves are (running into people), while moving and acting last allows you to know where the very best moves are (provided you are equipped to deal with them). Because of this, I actually sort of like low skill pilots on ships that can't react very well in the Action phase. You might as well maximize the utility of the knowledge you do have. Combined with what Knucklesamwich discusses above, it gives a pretty clear outline of the right way to fly low PS ships.

Edited by Biophysical

I think this post should be read by a lot more people as it contains some fundamentals of the game that you indeed rarely see discussed.

The flow of information, with feints and misdirection can be influenced, and should be influenced, in the activation phase as much as possible. Things like Intelligence Agent and Enhanced Scopes olay a role here, but in Epic games also the distinct Rebel advantage of the coordinate action which allows you to have even a Blue Squadron reposition itself to face the highest PS available.

I hadn't considered Epic play, as I've not yet experienced it. Intelligence Agent and Enhanced Scopes give definite information advantages. Boba Fett, for all his unpopularity, is the same way.