A couple days ago I was talking to a few guys at the store after a weekly tourney to get some input on my twin aggressor list (which I flew badly enough to merit last place). One of my opponents was upset (in general) that he was still doing so poorly in tourneys. Now this particular tourney is frequented by a number of A list players from NOVA squadron, so we did explain to him he was in the deep end of the pool here.
But we also tried to give him some constructive criticism as to what he was doing wrong in general. This served as the genesis for a set of rules for how to X-wing the right way. If you have suggestions to add to the list please do so.
1: Have fun. Don't be a ****.
If you are not enjoying the game you are doing it wrong. It's OK to not be happy that you lost, but did you have a good time during the game? If not, was it your own fault or your opponents fault? This is the core on which the community is built.
2: Learn to measure without measuring.
Know where your movement templates will put your ship. Learn how to tell if something is going to be at range 1,2, or 3. This is the most important skill in X-wing.
3: Learn to see things as they will be, not as they are.
Picture where your ship will be after a maneuver, picture where your enemies ships will be after their maneuvers.
3b: Master sequencing.
Remember ships move in a specific order, use that order to your advantage when plotting a move. If your opponent wants to be in a spot, and your ship moves first, why not put your ship where he wants to be?
4: Positioning trumps everything.
If you can shoot at your enemy and they can't shoot back, you will eventually win the game.
5: He who rolls the most dice usually wins. He who modifies the most dice always wins.
Modifying dice always trumps volume of dice.
6: NEVER TRUST THE DICE.
Lady luck will always screw you.
7: Fly your squad as it was meant to be flown.
If you have jousters, joust. If you have arc dodgers, dodge. Don't try to fly against the way your squad was meant to fly.
8: Know your weaknesses better than your strengths.
Knowing what your squad is good at is easy. Knowing what they will be vulnerable to is much harder.
9: Attack weaknesses first.
You don't need to kill everything to win. Just more points before time runs out.
10: Beware multi-ship synergy
It may look good the idea of passing focus and target locks like a game of hot potato. But the chain becomes the clear weak link to your enemy. Once the chain is broken you will lose.
11: Fly what you are comfortable with.
Just because some hot new squad is out there doesn't mean it's right for you.
12: Never order pizza at a place where the Gyro sign is ≥ the Pizza sign.
Not X-wing related but good advice none the less.