Maneuvers

By Chris R, in X-Wing Battle Reports

Maneuvering is a key part of the game and yet something the player is left to figure out for themselves. Some upgrades can open up new maneuvering strategies, but for the most part maneuvering is an art which the player must master mostly independently from the customization of their squad.

What are some of your favorite maneuvers (or combinations of maneuvers) to use?

As examples to get us started some maneuvers I enjoy include:

Using a Barrel Roll after a 2 (right angle) turn to end at a perfect right angle to where I began.

Using a Scum Y-wing's 4 k-turn maneuver in combination with "Genius" to drop a bomb as far from my starting point as possible.

Using any Y-wing's 4 k-turn after dropping a bomb to get a shot off at whoever was caught in it before making my next pass at them.

(Not playable yet) Using a Scum Y-wing with genius, bomb loadout, extra munitions, and a mine (proximity or cluster) to drop two mines on top of each other by dropping one after a maneuver on one turn and the second before my maneuver on the second turn.

Edited by Chris R

You cannot drop two mines/bombs under any cercumstances. So the last option wouldn't really work.

My personal favourate was a double proton bomb drop preformed by both a heavily crippled Y-Wing and Emon, creating a gigantic area which crits were inflicted. The Y-wing blew itself up and Emon died rather shortly after, but I went on to win that game with a pair of Z-95 and a rather ineffective Xizor in what was a 150 point game

Slingshotting a bomb is cool to see.

You cannot drop two mines/bombs under any cercumstances. So the last option wouldn't really work.

I was going to post this, but then I reread his OP. He does actually specify that he is doing so over 2 rounds, so that part is legit.

However, "genius" only works on bombs that drop on a dial reveal, not on mines that require an action. So you could drop proton bombs like that, but the first would detonate before the second could be dropped. To drop mines like that you would need advanced sensors. Move, drop a mine with regular action, before moving next turn use AS to drop a second mine.

You cannot drop two mines/bombs under any cercumstances. So the last option wouldn't really work.

My personal favourate was a double proton bomb drop preformed by both a heavily crippled Y-Wing and Emon, creating a gigantic area which crits were inflicted. The Y-wing blew itself up and Emon died rather shortly after, but I went on to win that game with a pair of Z-95 and a rather ineffective Xizor in what was a 150 point game

Extra Munitions which is slated to come out with the K-wing and Tie Punisher has you place a munitions token on each of your Torpedo, Missile, and Bomb upgrades. You may discard the token instead of the upgrade card when you are instructed to discard the Torpedo, Missile, or Bomb card. So yes you can drop two bombs or mines just not in the same turn. However you can drop two bombs or mines in the exact same spot over two separate turns either by use of "Genius" or Inertial Dampeners with Scum ships.

My favorite bit of maneuvering is actually ... not maneuvering. Inertial Dampeners is my favorite Illicit upgrade by far. I usually fly dual Aggressors and with the large base, those guys can cover some ground. Being able to slam the breaks on to avoid rushing head-long into concentrated fire has been great fun. And usually it gets me some nice shots in the process.

For me, it's Advanced Sensors on a B-Wing. I really like the B-Wing and think it's a nasty little knife-fighter, with decent maneuverability. That agility is expanded through barrel rolls, and Advanced Sensors takes it even further by letting you barrel roll (or perform another action) before revealing your dial.

I've heard people say that it's a crutch for lousy pilots, but I prefer to think of it as a way for my usual low-PS fleet to avoid being herded and/or bumped.

For me, it's Advanced Sensors on a B-Wing. I really like the B-Wing and think it's a nasty little knife-fighter, with decent maneuverability. That agility is expanded through barrel rolls, and Advanced Sensors takes it even further by letting you barrel roll (or perform another action) before revealing your dial.

I've heard people say that it's a crutch for lousy pilots, but I prefer to think of it as a way for my usual low-PS fleet to avoid being herded and/or bumped.

I don't think of it as a crutch. It is clearly a major part of the ship's intended design. The ship already has very tight maneuvering with both 1 and 2 speed sharp turns and even a 2 speed K-turn. The barrel roll appears to be present largely to cover what few blind spots are left in it's turning. It is a ship which seems to be designed to be able to swivel around and face any target in range within a single turn. The drawback being that it lacks in higher speed maneuvers. It won't give chase very well, but you won't be taking two turns to come around and take a shot at anyone up close. Personally my counter to the B-wings is agile and fast ships. If I can keep them at range 3 with a ship that has higher speed maneuvers and high agility then sure they can get 2 dice on defence, but I can get 4. Ionizing them can help too. Also when they do have to give chase they generally make a straight bee line for their target because of how slow they are so I can often use this to make them cluster together if I want them to.