...or "How I stopped worrying and learned to love the Han."
Fat Han has obviously put the community into something of a tizzy. It seems we can't go a day without a new thread popping up attacking the build, defending the build, or looking for ways to kill the build. Inevitably we see a breakdown in the debate between "casual players" and "competitive players", between Mathwingers and those who "fly casual" --even though these groups often overlap and rarely breakdown as clearly as we try to paint. This is not another one of those threads.
Defining Skill
I'm interested instead in a related debate that often gets dragged into the Han debate, "What does it mean to fly skillfully?" In a number of recent threads (Leftenant Lorrir, Slot Machine vs Chess, etc...) I've seen the idea advanced that skillful flying is arc-dodging. If you can't be shot, you have outflown your opponent. This is obviously true to a degree, but it is not the whole truth. For example, it is more skillful to be able to shoot the enemy than to merely be out of arc.
I realize that this is self-evident and hardly needs a post, but let's continue with this thought for a moment: What are the major elements of player skill? (I am, for the moment, ignoring list building. This will be addressed later). It seems to me that player skill covers (but is not limited to): arc-dodging, setting up shots, choosing actions, blocking/bumping, maneuvering around asteroids, taking cover behind asteroids, knowing when to spend tokens, knowing when to stay at R3 and when to move to R1, and so forth. Broadly, a reasonable definition of player skill might be: The ability to maximize the damage one deals, while minimizing the damage one receives.
I'm not entirely sold on this definition as it's so broad as to be almost unhelpful, but it does help us by focusing back on the core of the game. The game is not necessarily about arc-dodging (fun as it is); arc-dodging is one piece of skill that helps minimize return fire. A skillful arc-dodger displays this technique, but there are other ways to minimize damage that are not negated by turrets and a skilled pilot should be able to do all of them.
Minimizing damage, however, is not the same as entirely avoiding damage. A skilled player needs to know when to take some hits in order to maximize his own damage dealt. This is something that (I think) we should be able to, roughly, begin to quantify.
The Experiment
Before I start with this briefly mathy section, I want to be clear that I think most of this data can be determined by MajorJuggler's jousting formula and other equations. I'm not doing anything brilliant or original here, I haven't really used math for anything but my budget in eight years. This is just a different way of looking at things that will (hopefully) prove useful.
The Philosophy
The rough definition of skillful flying is "The ability to maximize the damage one deals, while minimizing the damage one receives." But how do we know where to trade off? How minimal do we need to be and when is it worth it to switch from defense to offense?
The first step might be to identify what a ship has to do to justify its points. Let's take a naked Turr Phennir, for example. What does he have to do to justify his 25 point price tag? It seems that the easiest way to answer this is to say that he needs to do damage >= 25% of the opposing forces HP. For example, against a Han + 3Z build with 25 total HP Phennir needs to at least 6.25 damage to earn his keep. Anything after that is gravy. [Note: I am aware that C-3P0 and Chewie can add effective HP to this build. That's a separate issue for later.]
So how long does Phennir need to last to deal 6.25 damage? Well, it kind of depends:
The Numbers
[all numbers shamelessly stolen from the X-Wing Battle Computer app]
3 red vs 1 green (no focus) 3 red vs 1 green (both focus)
R1: 1.61 = 4 rounds R1: 2.32 = 3 rounds
R2: 1.18 = 6 rounds R2: 1.56 = 4 rounds
R3: .86 = 8 rounds R3: 1.06 = 6 rounds
3 red vs 1 green (red focus) 3 red vs 1 green (red focus; green evade)
R1: 2.64 = 3 rounds R1: 1.67 = 4 rounds
R2: 1.84 = 4 rounds R2: 1.01 = 6 rounds
R3: 1.5 = 4-5 rounds R3: 0.71 = 9 rounds
To earn back his points then, it seems that Phennir needs to last long enough to get in 4-6 rounds of shooting (at the Falcon; discounting crits). How likely does he seem to be able to do that?
3 red vs 3 green (no focus) 3 red vs 3 green (both focus)
R1: 1.05 = 3 rounds R1: 1.22 = 3 rounds
R2: 0.60 = 4 rounds R2: 0.65 = 5 rounds
R3: 0.48 = 7 rounds R3: 0.32 = 10 rounds
3 red vs 3 green (red focus) 3 red vs 3 green (red focus, green evade)
R1: 1.89 = 2 rounds R1: 1.04 = 3 rounds
R2: 1.20 = 3 rounds R2: 0.47 = 7 rounds
R3: .96 = 3(4) rounds R3: 0.39 = 8 rounds
Early Conclusions
This is obviously not an exhaustive rundown of possibilities (what about Gunner and Han? Where are the Z's?!) and it is little more than a watered down version of MajorJuggler's excellent jousting values, but I think we can learn something here:
1.) The skillful Interceptor pilot doesn't sit at R1 without a focus. This is obvious, but what's less obvious is that it might not be a terrible thing to sit at R1 with a focus. You should be able to last three rounds and have a good chance of dealing that 6.25 damage (especially if you use the Focus for D in rounds one and two then shoot first with Focus in round 3 [or are Fel's Wrath].
2.) The skillful pilot engages at R2 with an evade token. This seems maximize longevity without sacrificing too much damage. Similarly, the skillful pilot engages at R3 with a focus that can be spent as needed until the R1 strike is ready.
3.) The skillful interceptor pilot never uses an Evade at R3.
etc...
To put this in its most general terms, we might say that, "In order to maximize damage dealt while minimizing damage received, Phennir should stay at R2 or R3. While at these ranges, he is generally expected to earn his points back in 4-6 rounds and to live for 5-7 rounds." The player then adjusts as need be based on the Falcon's PS. use of tokens, and the rest.
So What?
I'm not really interested in drawing these maxims at the moment (though they seem useful), but rather in judging this method. Is this a way to help determine skillful play? It is obviously not exhaustive--focusing a Falcon is far more important early game than its Z escort--but, ideally, this is a method that can help us figure out what, exactly, a ship should aim to do. If we can agree on general aims, we can then begin to apply them to a "flight school" style guide which teaches the aims of individual ships. Once that is established, the rest becomes individual play. How well can we set up our future moves, how unexpected are our maneuvers, and how do we outplay the enemy?
Thank you for your time. I apologize if this was too long or wandering, but I'm hopped up on caffeine after teaching my morning classes and need to do something about it.
EDIT: I added some headings, fixed some typos, and tried to improve the format for ease of reading.