New strategy?

By Chief Hugh, in X-Wing

So I have been thinking of a new strategy. In games against big ships, they are usually supported by smaller and weaker ships. Normally I focus fire on the big ship and the whole time their support ships get free shots until I take the large ship down.

Well what if I'm doing it all wrong? Maybe I should take out the easy ones first and by so doing getting ships of the table quickly. When some one is loaded with debt, it's highly encouraged to pay off the small debts first then focus on the largest debt. Does that concept also work in xwing?

yep take out the weakest as it lowers the amount of attack dice being thrown at you! then 1 ship is throwing 3-4 dice at you, instead of a 4 little and 1 big ship which is throwing 10+ dice at you

Depends on the small ships and the big ship. Some things to bear in mind:

  • If you don't kill the big ship completely you get no credit for it - so killing a couple of cheap wingmen then pummeling a big ship down to 1 or 2 damage remaining then the round timing out is a very bad thing to happen. If the balance of points is such that you must kill the big ship to win, hit it first.
  • The amount of firepower a big ship carries is largely dependent on its upgrade cards, but for all the rerolls going, 3 dice is just three dice - if there are x-wings in the escort, then that's a 3 dice attack that's easier to remove from the board.
  • If you've got a mini-swarm escorting a decimator, remember that the patrol ship will be benefitting from Howlrunner's reroll too - kill her first.

A lot of the time, I'd say take out the escorts. If the escorts are just cheap TIE fighters, though, which are fairly tough for their points cost and don't have all that much firepower....what's the point?

Killing the weakest first is I think a bad idea, without pressure on them big guns will run wild, the last thing you want is for it to be his strongest vs your weakest.

I Find if you take down whatever will be the hardest to kill (I.E take the most shots to bring down). Unless for those 2 ship builds out there, always kill the stupid phantom / loaded Corran, because they ll be doing nothing but running circles around your squad. It really comes down to what the list is an what you perceive as the bigger target, Every death on each side will hold an impact to a persons plan, it's up to you to decide how big an impact.

It's entirely situational. Biggest threat vs easiest kill vs best bounty (if it's not a to the death, but in fact timed game).

Of course, sometimes you just have to get biggs out of the way first.

Or deal with fatso before you can risk targetting anything else.

But in Epic, generally this holds true.

Kill the escorts. slip in behind the corvette. profit.

Edited by DariusAPB

If you're facing fat Han, you don't want to leave it until the end game. Its just too hard to kill if you only have 1 or 2 guns left on the table.

Against all others, I focus on the easier targets first.

I would recommend against that. 3 Z-95's can hurt if left unchecked, and can probably in the long run do more damage than a single fat Han, but in the second half of the match, they're not nearly as scary as Fat Han is. If you have three elite units, rolling 3 dice each, Han mitigates one of those attacks every turn (assuming both droids). So when you start, 2/3 of your potential damage gets through on Han, and it will take a minimum of 3 turns to kill him. Assuming he doesn't arc dodge everything. As soon as you lose a single ship, it now takes a minimum of 5 turns to kill him, since only 1 of your 2 attacks can actually do damage.

Furthermore, if you leave a Fat Han for last, a tourney smart player will break off the attack and run away when he is in danger of getting dead, and just win due to time, so you won't be able to finish him off. If you attack him first though, the player is more likely to keep him in the fight as the Z95s can mop up, and he still has a chance of winning outright.

Sometimes there is no easy target or clear choice to chew on first. If you focus on the Big Heavy then the Flanker(s) swoop in and gnaw your rear away; chase the flankers and you find out why the Big Heavy is the Big Heavy. In those situations the opponent is baiting you to commit one way or the other and has a plan for whatever choice you make and in that way they dictate the terms of the fight. If you see that choice laid out before you at the start of the match, and both choices seem fairly equal, you might do better to fly a formation plan and stick to it. Don't spring the trap, make one of your own. Make them react to your piloting, let them feel the opportunity to make mistakes. Shortly then you should see what they are relying on to get their work done and how and ways to exploit it may become apparent. You might still get beat up but you'll probably fair better than flying right into their anvil with their hammer right behind you.

It greatly depends on how "tanky" the big ship is.

As other have said, Fat Han is very hard to kill late in the game, so you should ideally try to go all out on him first if possible.

For something like a decimator with 0 agility, and max 1 evade a round from isaard, leaving that for last isn't as bad.

Another thing is if they run their big ship far from their escorts. If that's the case, and you're likely lined up across from the escorts, go in as fast as you can and try to take out 1 or 2 before the big ship can get over to the fight.

2 dice ships have a bit of a hard time killing 3 dice ships

Ergo, Tie Swarm versus Fat Han + Mini-swarm? You can more safely ignore the talas. Ditto Decimator + mini-swarm. You can kill 3 talas or academies with 4 or so ties, but a full hp turret not really because that stupid 360 will probably out dice you at that point.

Decimator + Phantom, though...

Edited by ficklegreendice

Speaking strictly from a competitive point of view, the key to this situation is threat assessment and target prioritization. The very first thing you need to do is quickly determine your squad's strengths and weaknesses when facing your opponent, and the strengths and weaknesses of your opponent's squad when facing you.

Then, formulate a plan to maximize your strengths against your enemy's weaknesses while minimizing your weaknesses against your opponent's strengths.

Next, acquire your targets in order of priority based on the circumstances. Your 3-attack B-Wings will probably fare better against the opponent's 3-evade TIE Fighters than your 2-attack Z-95's will. But, you have to keep in mind that your Z-95's will likely be able to defend against those TIE Fighters better than your B-Wings will. Weigh your options, stick to the plan, adjust as needed.

Finally, don't be afraid to scrap a plan in the middle of combat if a better opportunity presents itself. Did your opponent just barely land his Fat Han on an asteroid, and now won't be taking actions or shooting back at you? It might be time to take those shots if you can instead of chasing down his Talas. The battle will decide what your opportunities are, you have to be willing and able to cash in on them. It's often the difference between success and failure.

Always remember, the victorious warrior wins first and then goes to war, while the defeated warrior goes to war and then seeks to win.

Edited by RagnarokSquadron

If you're facing fat Han, you don't want to leave it until the end game. Its just too hard to kill if you only have 1 or 2 guns left on the table.

Against all others, I focus on the easier targets first.

Agreed. Not Han specifically, but there are some ships you don't want to face in the endgame in a one on one fight. Luke with R2-D2, Echo, Han with C-3PO, etc, etc. Make a point of killing these guys first when you still have the numbers to do so...

Are you put in practice in a game???, greettings