Fighting the Fortress in 60 min

By MechGumbi, in X-Wing

If you were to face someone playing a fortress/turtle list that had Initiative in a tournament, how would you attack?

I have tried to take out a corner fortressing list with a Rear Admiral/Whisper list, and I ended up flying my Deci off the table trying to get to the fortress/bunker (got hit by an Ion Missile near the edge...:-( ). The fortress player protected his corner with asteroids as well.

Any tips?

Oicunn and the Rear Admiral with your favorite upgrades. It doesn't end pretty for the silly YTs that are just bumping into each other....

The force I was facing was using Advanced Sensors to get actions, and Wingman to remove stress.

Fortress onto their fortress.

Although the best strategy against non-tournament fortresses is to look at them, sigh long and deep, then pick up your ships and walk away.

Has anyone considered ion torpedoes and tactician?

Fly in circles at my end of the table for 60 minutes and then inform the other player he wasn't welcome to play here anymore.

If someone does that you could easily just ignore their ships and force a draw. This way you prevent them from any real possibility of winning, and impacting the finals.

Forcing a draw would also hurt my chances of "impacting the finals" as well. If that list somehow makes the cut, ending with no kills on either side would give them the win (they had initiative).

In most tournaments I have played at recently, you need every win you can get to make the final cut, so I need a way to attack the fortress.

Ignoring it for 60 minutes maybe what it deserves, but you need to kill something in the list to get at least a modified win in a tournament.

1) HLC defenders, sit at range 3 and if the law of averages works out you'll finish him before he finishes you...

2) Assault missiles, hitting the large ship shouldn't be difficult and the phantom will die quickly enough from all the splash damage. Any missile carrier would work, tie bombers, tie advanced, Z95's etc etc...

there are a myriad of ships/upgrades with supporting skills which would enhance you shots even further (mercenary co-pilot? Ethn, blout...

1) HLC defenders, sit at range 3 and if the law of averages works out you'll finish him before he finishes you...

2) Assault missiles, hitting the large ship shouldn't be difficult and the phantom will die quickly enough from all the splash damage. Any missile carrier would work, tie bombers, tie advanced, Z95's etc etc...

there are a myriad of ships/upgrades with supporting skills which would enhance you shots even further (mercenary co-pilot? Ethn, blout...

and then tell them they're a bell***...

Any particular kind of fortress, or just in general? Because it's going to be different depending on whether it is a dual falcon fortress or a 4 ship rebel fortress in the corner, and it depends on how the fortress is set up.

It depends on the squads and the fortress.

Do you just need to break it up any you'll probably win? If so then you need to find the best approach corridor and just go for it. Maybe you need to come to them but if they're just sitting there then you get get to pick the fight.

Think you can get a kill and the lead but worry about what happens after that? Although it may not be in the rules if two sides are just going to stall the game until a brilliant burst happens towards the end I'll try to just cut to the chase. This is far more likely to be an issue if the default win going to the non-fortress as the fortress needs to decide when to stage its breakout.

In casual play, I'd shake his hand and say "congratulations, you will forever have a 100% win rate against me, I concede and will never play you again" or something to that extent.

In tourney play, I'd report it to the TO. In the tourney rules, it states:

"Players are expected to behave in a mature and considerate manner, and to

play within the rules and not abuse them. This prohibits intentionally stalling
a game for time, placing components with excessive force, abusing an infinite
combo, inappropriate behavior, treating an opponent with a lack of courtesy
or respect, etc."
I would qualify a fortress play style as immature, an abuse of the rules, stalling for time, abusing an infinite combo (ehh... not really), inappropriate behavior, and treating your opponent with a lack of respect.
And as a TO in that situation though, I'm not sure what I would do. On the one hand, bumping is part of the game. Heck, self bumping is part of the game and is often used on the shuttle. So I don't know if I would tell the person to actually play the game or if I'd let him continue to play the way he wants to play. There's nothing explicitly calling out that "play style" (even if it is a non-play style) as illegal.
And then as a player, if it was against a non-turret fortress, I would have all of my ships approach together at once at just one arc. That thing should die that turn (or the following). Then if he doesn't break formation, I'd have one of mine hit his, and the rest hit into my one while I continue to barrage him with most of my list. If he did break formation, now I'm in chase position.
I would qualify a fortress play style as immature, an abuse of the rules, stalling for time, abusing an infinite combo (ehh... not really), inappropriate behavior, and treating your opponent with a lack of respect.

And Alex Davy would classify it as completely legal.

Thing is, it won't make it far because it sucks.