True test of "skill"?

By Zarynterk, in X-Wing

I've been thinking a lot lately on a proper way to test ones piloting skill set. Obviously, there are plenty of ways, tourneys and such; but I was thinking more of a 1 on 1 scenario in true dog fight fashion. (For fluff/rules sake, I try not to select the same pilot on each side)

The first pairing that came to mind was Soontir vs. Tycho (both decked out mind you with all available upgrades and such) I think this would be a fantastic way to test your dog fighting skills as both ships, dials, pilot abilities, would really test each other.

Any other pairings out there that come to mind that would challenge each other; or in your opinions is it still too random of a test to get an accurate gauge?

Again, mainly for fun; however I was kicking around the idea of a double elimination tournament for me and my buds: 1 ship, no large ships, and all upgrades etc. within normal rule limits. Each game in the tourney is 1 on 1 bracketed, double elim so you have a chance to get back in if you have a terrible game.

I like the idea of a true test of skill, but as you mentioned that is kinda impossible. All ships will be biased in some way against others, plus you have the dice to mess things up.

You'll want a smaller than 3x3 playing area. Probably a point cap. Otherwise a decked out defender could crush the competition.

I've been thinking a lot lately on a proper way to test ones piloting skill set. Obviously, there are plenty of ways, tourneys and such; but I was thinking more of a 1 on 1 scenario in true dog fight fashion.

I'm not sure there is one. I know what you mean, here, but the nice thing about a tournament (that is, a tournament in general, not specifically a sanctioned X-wing tournament using Swiss qualifiers followed by single elimination finals using margin of victory as a tiebreaker) is that it smooths out randomness. You might lose your Round 1 match because your dice were awful, or win your Round 3 match because your opponent misjudged a key maneuver and overlapped an asteroid by a millimeter. But overall, over the course of the day, a lot of that error in the judgment of someone's skill will be ironed out.

In the course of a single game, though, all of that stuff can happen. You sort of acknowledge this in your post, by saying you're thinking about running a double-elimination tourney--but if you want a test of someone's skill at the game, a tournament is better than a single game, and a full list is better than a single ship.

In terms of pure flying (not combat) there's always Beggar's Canyon

http://starwars.wikia.com/wiki/Beggar%27s_Canyon

You could have a couple of maze-like courses and, you can bounce off the walls, but when your hull is gone (no shields), you die. Whoever flies it fastest wins.

Edited by nathankc

I've been thinking a lot lately on a proper way to test ones piloting skill set. Obviously, there are plenty of ways, tourneys and such; but I was thinking more of a 1 on 1 scenario in true dog fight fashion.

I'm not sure there is one. I know what you mean, here, but the nice thing about a tournament (that is, a tournament in general, not specifically a sanctioned X-wing tournament using Swiss qualifiers followed by single elimination finals using margin of victory as a tiebreaker) is that it smooths out randomness. You might lose your Round 1 match because your dice were awful, or win your Round 3 match because your opponent misjudged a key maneuver and overlapped an asteroid by a millimeter. But overall, over the course of the day, a lot of that error in the judgment of someone's skill will be ironed out.

In the course of a single game, though, all of that stuff can happen. You sort of acknowledge this in your post, by saying you're thinking about running a double-elimination tourney--but if you want a test of someone's skill at the game, a tournament is better than a single game, and a full list is better than a single ship.

Very true, larger sampling sizes as well always help. Along with testing pilot skill I thought it would be a fun alternative to the normal rule set; especially if the guys were drinking and throwing a few bucks down on the table per match lol.

I like to think that using X-wings are a good way. With ships that have Boost or Barrel Roll (and a high PS), it's almost a cheat to get to then move in a way after your opponent does. It's like an mistake corrector. If you want to be really good, you can't rely on gimmicks to move you to a better position. You need to plan for everything in advance. That's why I like X-wings as a good test.

I like to think that using X-wings are a good way. With ships that have Boost or Barrel Roll (and a high PS), it's almost a cheat to get to then move in a way after your opponent does. It's like an mistake corrector. If you want to be really good, you can't rely on gimmicks to move you to a better position. You need to plan for everything in advance. That's why I like X-wings as a good test.

While I agree with you on the X-Wing; that's where the individual ships stats will matter. Yes, you may have an Interceptor that can bounce all over the place, however you make one mistake and it could be over. With the X-Wing you at least survive for another round so its more forgiving when you do make a mistake.

Obviously, The Phantom is another story and would possibly be banned lol.

We run events at Underhills Games in Cuyahoga Falls OH that feature 1 vs 1 battles. The rules we use are here:

2'x2' play area

1 small base ship up to 35 pts

asteroids are placed range 1 from the edge and only 4 total the last two are set aside

30 min rounds

We call the event Elite Pilots and it's one of the groups favorite formats outside of the 100pt dogfights. Our next Elite Pilots events is March 14th.

We run events at Underhills Games in Cuyahoga Falls OH that feature 1 vs 1 battles. The rules we use are here:

2'x2' play area

1 small base ship up to 35 pts

asteroids are placed range 1 from the edge and only 4 total the last two are set aside

30 min rounds

We call the event Elite Pilots and it's one of the groups favorite formats outside of the 100pt dogfights. Our next Elite Pilots events is March 14th.

I like it! And will probably steal and/or modify a version of this. :)

If you want to run an "Aces" tournament I say you need to set a point limit and then go from there.

I'd actually say go for 33 points or maybe less if you want to see a wider variety of ships used. If you make it too high you shut out the lower PS ships and those without the upgrade potential.

Initiative only matters if there is a PS tie and can probably be planned for.

Along with testing pilot skill I thought it would be a fun alternative to the normal rule set; especially if the guys were drinking and throwing a few bucks down on the table per match lol.

Ah, so you're interested in testing alcohol tolerance rather than piloting skill! In that case, go ahead. ;)

I actually fly better with about half a beer in me, but far worse after two...

You can remove PS when it comes to activation completely in a 1 on 1, elite ship vs. elite ship match. All you need to do is place your dials and write down what actions you will take. IE, Boost left, Barrel Roll right, focus,etc. That way you can't react to what your opponent does. You still move based on PS or initiative, but cannot decide your actions after you see where he has gone. Now if your Boost or BR gets blocked, then you must choose a different heading or commit no action. Makes planning your moves even more important. If you TL and cannot due to range, then you can focus. Haven't tried this completely, but sounds like it could be fun.

Edited by Jo Jo

For a 100% pure skill matchup, you have to take the dice out of the equation and fly the same ship.

It's doable....identical pilots and loadouts, and instead of dice count every attack/evade as the "average result", no dice. Then it's down 100% to manoeuvre and action choice.

Not saying it'd be fun, but it's an option.

VI (because), ACD Whisper. vs 2 Rookie Pilots.

Edited by Keffisch

Sorry, are you testing the PLAYER's piloting ability or the effectiveness of certain named pilot cards/ships/upgrades?

To have a true test of skill put your squad up against 110 points, 115, see how well it does and how high it can hold out for.

Sorry, are you testing the PLAYER's piloting ability or the effectiveness of certain named pilot cards/ships/upgrades?

More so the player's ability. A lot has been written and argued over; this list is too OP or that list, but when you limit said lists and ship choices, then you have a more even playing ground where skill may have more of an impact especially if its the smaller based ships without 360 arc.

To quote Top Gun with a slight modification ;) : During the Korean War, the Navy kill ratio was twelve-to-one. We shot down twelve of their jets for every one of ours. In Vietnam, this ratio fell to three-to-one. Our pilots depended on 360 arc. They lost their dogfighting skills.

You could play 1v1 Wings of War style, during Planning you set 3 Dials in a specific reveal order and have a play as normal. You just skip the planning stage until the dials have been used.

I've been entertaining something like whats being dicussed to get better with Soontir

I get 34/35 points of Soontir vs 50 points of non large based ship(s).

I need to get better at flying him and thought that this would be a good way to practice

I've been entertaining something like whats being dicussed to get better with Soontir

I get 34/35 points of Soontir vs 50 points of non large based ship(s).

I need to get better at flying him and thought that this would be a good way to practice

Absolutely it would, I was thinking the same thing. Focusing on one ship for a few games really helps you understand its capabilities.

More so the player's ability. A lot has been written and argued over; this list is too OP or that list, but when you limit said lists and ship choices, then you have a more even playing ground where skill may have more of an impact especially if its the smaller based ships without 360 arc.

But players have different abilities. Some are good at spatial awareness and knowing where their ships will end up, while others are good at tying together different pilot cards and upgrades to make a synergistic list. In other words, some are good at flying, some are good at squad building.

Even then, a single-ship vs. single-ship fight only really tests how good one is at predicting the other guy's moves, even if you have the same PS ships.

Edited by Intys Rule

More so the player's ability. A lot has been written and argued over; this list is too OP or that list, but when you limit said lists and ship choices, then you have a more even playing ground where skill may have more of an impact especially if its the smaller based ships without 360 arc.

Even then, a single-ship vs. single-ship fight only really tests how good one is at predicting the other guy's moves, even if you have the same PS ships.

Isn't that the essence of dog fighting though? Knowing my ship and the capabilities of the opponents which allows me to make an educated guess on what they might do? I think it's a valuable excercise which would make players better pilots.

You are conflating piloting with combat.

I don't disagree with the intention, but piloting, technically, is just the skill of flying the craft.

So, it seems instead that you are looking to asses the combat skill of a pilot. #semantics! :)

Shuttles at dawn!