Plan A -> Plan B

By Mikael Hasselstein, in X-Wing

So, I'm a fairly impulsive player. I'll start off with a general plan, which I change at the drop of a hat. Also that Plan A is not much more than a general notion three moves forward, while Plan B hardly deserves to be called that.

So, what's true for you in this regard?

Edited by Mikael Hasselstein

I'm pretty systematic. Usually my first few maneuvers will be the same in nearly every game, but once we start exchanging fire and overlapping, everything goes to my gut feeling and I just wing it from there. That's how I have fun with the game.

I usually build my lists to be all rounders as I hate the idea of coming up against an auto lose list. Most of my planning therefore relates to my opponents list and then adapt it in game depending on how they fly it. It requires a chunk of second guessing and more often than not it works. Occasionally it goes very, very wrong.

I suppose I'm saying we're not that different.

I don't plan, plans never work anyway so I only feel they hamper me when things go pear shaped.

Plan A :: Formation Alpha-Strike

Hopefully I'll take out a critical component. And can stay in formation.

Plan B :: Break into Fighter Elements on the fly-by and see what way they pull.

Hopefully they're not too banged-up once they reconnect with the other Element.

Edit: An Element is a Pair of Fighters I try to fly in 4s.

Plan C :: Full Scatter nobody with a wingmate everyone is outside of Howl/Biggs ranges and fly off the board. (you know, retreat and regroup; and no I didn't enjoy that alpha, best of 3?)

Honesty it's Scatter then K-Turns and hopefully there's targets within Focus Firing hopefully recovering to Plan B.

Plan D :: is the classic table flip. Because Plan D is "be a D"

Edited by IvlerIin

No plan survives first contact ; )

Now there is no problem with having a strategy and how you are going to play, but some things you might want to keep in mind when building a squadron for a strategy..

  • Does it depend on a single ship? Try your strategy by removing a ship to simulate the inevitable loss. If it falls apart then you just identified your squadrons Achilles heel and you can bet that it is going to be the first ship your opponent is gunning for.
  • Will my strategy be affected by stress, ion or blocking? You can count on control builds (especially with the scum faction according to the developers interview video). How will your opponent counter your strategy, can a simple academy pilot fly right up the middle and ruin everything because you are dependent on an action?
  • What is the point difference between the most expensive and second most expensive ship? It is common knowledge that the most expensive ship is the first to get taken down. You want an even spread, you can have cheap ships along with expensive ships just so as long as you are not too invested in that expensive ship.
Edited by Marinealver

I plan my strategy around what I have to work with in my squad vs what my opponent is using. If I have the alpha advantage I try to press in and attack first. If my opponent has a beafier looking squad, I may try to slow down and cause him to maneuver his way to me, and possibly cause him to break up his formation, thinning out his ranks and making the engagement have less of a punch.

I've also played games where I have to decide, due to time constraints, if I should press with half my forces or wait for the other flank to catch up, thereby wasting a few rounds of maneuvering to get to a better position. It depends on if I can catch a ship in an exposed position or not.

So this isn't about the morning after pill?

Basic plans don't hurt you going in but you need to be able to adapt as the other guy does the unexpected on you, I find making a solid list is more important than the plan of attack.

Right before each game I create my priority list of targets then first few moves I generally tend to do the same direction or speed with a certain location and direction in mind but each turn I adjust to either take advantage of new opportunities or to ensure that my priorities remain in my arc.

No plan or unwilling to change plan generally spells defeat for me.

My plan... which is only figured out when the other player hits the table.. is nonexistent until I see what I'm up against. Then, like in a chess game, I figure out how I can make his well thought out strategy go sideways... especially if I set up in a manner that bothers him.. lol I like surprise tactics.. oh, he's going there.. no wait.. what's that guy doing.. yeah I'm the unpredictable guy.. lol

No plan survives first contact with the enemy. If you don't have a plan, YOU don't survive first contact with the enemy.

I tend to setup based on my opponent and hopefully their deployment. Often I'm looking for flanks. When I'm setting my ships, I have my first turn planned out, though I'll adjust if they place ships after I do. I have round 2 roughed out to direction and general speed, though not specific maneuver. Then, once combat actually starts, I tend to move based on countering my enemy's best move(s) with an eye to asteroids and edge the following turn (learned that the hard way flying Ghostly Void Llamas).

Personally, I rely more on my intuition and consider my best moves at the time, turn by turn. I don't always think three moves ahead, but often I don't feel that I need to think that far ahead. One of my biggest issues has been ignoring my gut, which usually ends in a bump and loss of action/shot in my case.

Oh you have to trust your instincts, your subconscious is a powerful tool.

Oh you have to trust your instincts, your subconscious is a powerful tool.