Tactics for catching an arc dodger?

By President Jyrgunkarrd, in X-Wing

Note: this post is not intended as a complaint. I'm just looking for tactical advice.

I don't know how one is supposed to approach an engagement where your opponent is running Soontir Fel, or an equivalent arc-dodging threat, often as complementary piece to a large base (Chirn, for example).

I've been playing with this list:

Farrel + PtL + P Rocket + Vet Instincts + Autothruster + Test Pilot

Keyan + PtL + HLC + B-Wing E/2 + Lando

2x Z-95

I realize this is a sub-par list at best, but I can usually wrangle a decent game with it - unless I see Fel, whom will usually table me 100-0.

I've tried the following:

1) Joust Chirn. When I've done this, I've found that I easily out-perform him in the initial engagement, but I can't find the crits to light him up because most of my damage is coming from the HLC. Since Jake shoots first, he's either forced to dump the rockets into the shields or try to wait until a second round of jousting - and I've yet to have a game where he manages to scoot in to shoot at Chirn's hull after trying to wait out the shields.

Fel will then swoop in and clean house, and I cannot find a way to get even a single gun on him.

2) Chase Fel, attempt to corner him and gun him down. This has ended in disaster every time I've attempted it; there is usually a critical turn where I must either successfully block Fel with one of my Zs or watch him zoom by, and so far I've always been out by just half a base or so. I'l say that it's been very frustrating to have such a low margin for error when trying this

Any recommendations, whether it's list or flying related, would be appreciated.

I don't know how you typically set up, but try not keep all your ships together. You almost have to cast a net to try to trap Fel. Since your list doesn't have any synergy abilities you could afford to split them up early in the engagement.

What Deltmi said is correct. Basically you want to think about where are all the places that fel would try to go for an advantageous position, and where he could boost/barrel roll to from there. Then spread out firing arcs to cover all the areas. Or if you have a swarm and you could just try to block his initial maneuver, and if you do, he is super duper deaderino.

  • Turrets

Edited by DraconPyrothayan

In addition to spreading arc coverage, you can try to control range a bit, f you can stay at range 2/3 when possible, you'll have a wider arc, so it becomes harder to dodge.

Additionally, interceptors have a more predictable dodge pattern, because they tend to run ptl, which means they are doing a 2 move, or a fast straight. The fast straight is usually going to disengage from the fight if they use it, while the turns will keep them in the fight, and they can't k turn. So, you need to overcompensate for where they will be, so, try to get your arc perpendicular to their current arc, and roll out... If you're not at close range, you should be able to force an exchange or a dodge where they can't return fire.

Ptl and ACD also hate stress, so you can use stress tools to great effect, removing the arc dodging ability, or forcing a place where they definitely don't want to be.

Finally, jake can tail an arc dodging interceptor if you can get behind him, and mimic his previous turn move and boost / barrel combination. It's easiest to do this if you bring jake in after the interceptor engages a different target.

What Deltmi said is correct. Basically you want to think about where are all the places that fel would try to go for an advantageous position, and where he could boost/barrel roll to from there. Then spread out firing arcs to cover all the areas. Or if you have a swarm and you could just try to block his initial maneuver, and if you do, he is super duper deaderino.

As it relates to the original list, you're probably going to need to spread out so that Keyan covers one arc, and Jake and the Zs cover another. Keyan has a longshot chance to deal damage through Fel's focus/evade combo. Jake and the Z's need to fire multiple shots to have a prayer, and basically hope that you can strip his tokens during the first two attacks so that someone gets a hit through.

Otherwise, trying to block Soontir's moves so that he can't take an action, paired with lining up a range 1-2 shot on the actionless Fel, is going to be your only hope of killing him with this list.

Slow roll for as long as possible to keep him in a large long range firing arc.

Also use asteroids to your advantage, which is a huge part of advanced X-wing tactics. Interceptors and Phantoms don't like dense asteroid fields because it limits their boost/barrel roll/cloak options. If you can set up an asymmetric cluster of asteroids try to set your ships up to force an engagement there.

Slow roll for as long as possible to keep him in a large long range firing arc.

Also use asteroids to your advantage, which is a huge part of advanced X-wing tactics. Interceptors and Phantoms don't like dense asteroid fields because it limits their boost/barrel roll/cloak options. If you can set up an asymmetric cluster of asteroids try to set your ships up to force an engagement there.

This cannot be overstated. Proper use of asteroids is a huge part of winning the game, and they are a huge equalizer in games where your squad does not match up well with another.

Disperse your elbows, burger wrappers, bottles and cans, extra dice and other debris across the playmat, thus discouraging a lazy opponent from having to move them and encouraging them to move their ships somewhere which will take less effort. :)

Plan out Fel's moves before your own ships. As stated above, PTL stress means he'll mostly be making 2 maneuvers.

The problem with arc-dodgers isn't really getting them in arc as much as getting them in one arc doesn't really do anything. This is especially prominent with whisper, who really isn't difficult to predict but is much more difficult to hit through four green dice with focus etc

Stress is the big counter, as even one will cut down their dial. Two is basically a death sentence. Other upgrades that ignore dice, such as auto-blaster turret or vader or feedback etc. are all incredibly useful

Generic pilots with access to these abilities becomes far more tactically useful against arc-dodgers because they can no longer be barreled through with green dice. A humble Z-95 is 100% inconsequential against Whisper arc or no, but slap on Feedback and suddenly they matter. This will heavily limit the opponent's maneuverability because it will actually force choices upon them, rather than being able to do for the easy out of letting your ships get useless arcs on it.

Is this a tournament setting/timed game? If so, I would say:

A) Ignore Fel

B) Trade Farlander for Chirineau and focus him down.

C) If Farlander manages to survive, sacrifice him to get a trap for Fel. Pull him away from the rest of your team, and keep the good firing positions in your arcs. That way, if your opponent wants Farlander, he has to expose.

If this is just a "To the Bitter End!" Deathmatch, I would:

A) Slow Play and make your opponent come to you. Maybe keep to the edges, as they can't flank you if the flank isn't accessible.

B) After a few rounds of positioning, make an assessment of where your enemies are. If you can get a good 2-4 shots on the arc dodger, then go for it. If not, let him go and don't waste any shots on it until a better opportunity arises.

C)If I was your opponent, I would might try to tempt you into taking a few pot shots on my arc dodger once my heavy (in your case, the Decimator) had some damage on it. Don't fall for it! Once you decide to kill a ship, commit and keep your fire focused!

Hope this helps. Advice from someone who used to play a lot, now just dreams about it while my job beats the crap out of me :)

Block when possible. Otherwise, spread your arcs out. Several shots on the same target are best, but any is better than none.

Slow roll for as long as possible to keep him in a large long range firing arc.

Also use asteroids to your advantage, which is a huge part of advanced X-wing tactics. Interceptors and Phantoms don't like dense asteroid fields because it limits their boost/barrel roll/cloak options. If you can set up an asymmetric cluster of asteroids try to set your ships up to force an engagement there.

on the contrary for me, i fly both phantoms and interceptors in dense tightly packed asteroid fields, generally of my own choosing.

i'm 100% comfortable with tight packed fields and fly them with precision :)

i actually prefer it as an interceptor player because it means my opponent generally has to break formation play, which is usually what hurts interceptors. Good formation play allows them to focus down an interceptor. Interceptors excel at 1v1 fights and as long as the dice are average, they come out on top every time

This is how you farlander:

98 Points

55 points
Dash Rendar
YT-2400 Freighter
Push the Limit, “Mangler” Cannon, Recon Specialist, Outrider, Engine Upgrade
43 points
Keyan Farlander
B-Wing
Advanced Sensors, Heavy Laser Cannon, Stay on Target, B-Wing/E2, Intelligence Agent

List wise you should have no problem with Fel unless your opponent is playing much better than you. in this care, the remedy is to learn how as you've asked, and learn to predict better:

Soontir and ints are uniquely susceptible to BLOCKING, not just stress. Phantoms fear stress/Rebel Captive. Let's work on Soontir first here.

If he's using PTL, there are only the 2 moves and the 3/4 forward that are green. These will likely be his next move. Of those: likely one side of the greens are totally facing the wrong way. Thus you've narrowed it down to 2hard, 2slight, 2 3 4 straight. Figure out which one is likely best (one of the straights is probably no good either( and proceed to park your butt there. Fire. He will die so fast.

As for Keyan in your list, i do like the HLC, as if you do get into the right place to fire, the HLC will have a good chance of doing damage through soontir or whisper's defenses. You could also always try advanced sensors and stay on target.

Also, you have enough damage to blast Chiraneau up very quickly. Just do that, and concentrate on blockig Soontir, who will die. 3 dice vs 2 is NOT invincible.

Blocking

Ions