And this is why the rules should just let people measure ranges.
Any idea what the thinking is with not allowing measuring in the first place?
Goes down to earlier table top games that had rules and mechanics where you had to guess the range in order to use certain weapons. There is a certain elitist misconception the it takes more skill and banning premeasuring allows better players to win more games instead of being at the mercy of the dice.
IMHO the way the flight path system is set up that is sort of belief is nonsense. With cannons becoming more prevalent and how maneuvers are selected by dials moving the ships has more effect than measuring ranges. It is impossible to premeasure a move. So the gripes about premeasuring in X-wing is just something that people need to understand that it is a part of this game and NOT the games that they were used to be playing before they moved over to this one.
There are a few good reasons not to allow pre-measurements. First, it would slow the game down considerably during competitive play, as some players would no doubt check every possible template and range. This would confer a considerable disadvantage to some lists and players; the measurements just take less time with fewer ships.
It would also reduce the skill ceiling of the game, which would not necessarily be a bad thing, but probably is not a net-positive. For example:
Think about how a pre-measured match here would change the dynamic of what you see. Would Heaver's clutch maneuver through the asteroids have been nearly as impressive? Would that gambit have even taken place if both he and his opponent had perfect information about what ships could fly where?
the game would probably not lose it's entertainment value, but it would be a much different - and much slower - experience.
As I mentioned the "lower the skill ceiling" although you immediately negated that argument in the name of inclusivity.
So lets go to the time and pace argument. Still I would like to point out that premeasuring in the combat phase is allowed for the active ship to all available targets and in a competitive match you should measure to every possible ship before you declare an attack to make sure you never miss an opportunity you would never knew you had which may cost you the match.
So lets go on the the time taken argument. I have observed it takes longer for players to estimate the range then it does to measure the range. If the match is on a pinpoint people take longer time to weigh their decisions before they commit to it. Even top level competitive players will take more time to make decisions if the stakes are high and not having tools means that analyzing those decisions takes longer.
Now I agree there should be certain times when premeasuring is allowed and other times when it should not be allowed. Also I will admit declaring a target lock an an academy pilot on the other side of the table when whisper is half the distance away is gamey as the fortress deployments and questionable at best. Still it isn't against the rules and as I said before information is more of a two way street with this game. Unlike other games where you move take action and shoot before your opponent could respond as they had to wait their turn the pilot skill system and other things make it so that such loopholes don't offer too much of an advantage. I and many others don't see this as a game changing advantage that breaks the balance for now.
Edited by Marinealver