Skills and strategies worth anything?

By iPanterra, in X-Wing Squad Lists

Hi

I understand the Meta and mechanics of this game, however how much does ones skills and strategy input effect direct counter to builds?

Would skills and strategy alone make you victorious against a counter to ones build?

I am not even considering luck of dice rolls into this calculation.

I believe the right strategy one should be able to compensate and make a supposed 1 sided fight into an even battle. I could be wrong.

Inputs please

if you know the list your flying, and have practiced with it many times,( in games ) then the answer is a big Yes! Skill and having a good plan before you even set up your asteroids and ships are crucial to your success. Check out the articles by Paul Heaver( Worlds champ ) regarding "Turn 0" on this site, you won't be sorry. Yes, dice are a factor, but not over all, good flying skills and knowing what your squad can and cannot do is the key to victory. There are ways to mitigate dice in your favor...their called upgrade cards...Oh! and did I mention, lots of lovely practice. :) IMHO btw

Slainte mate! (cheers)

In general, yes skill can compensate and sometimes overcome a list advantage.

But it really depends on the lists. If you're playing against a direct counter to your ships, skilled flying might not gain you much. A bad match-up is just a bad match-up.

When I play with my friends, we use the unspoken Fly Casual rule which includes building casual lists. I know there are constant rants about how underpowered certain ships are, but the truth is those ships are still completely viable and only a bit under the power curve. There's no ship that's so bad that it will cost you the game automatically.

Except the TIE Advanced maybe... but that's about to change.

Edited by zerotc

If you are facing a direct counter to your list then skills and strategies are the only thing that will save you (short of luck). If you know the strenghts of your list and the weaknesses of your opponent's, you stand a chance. If your opponent has a weakness in either of those 2 attributes then you now have a good chance.

For example, I don't care how invincible Soontir with Autothrusters, push the limit and stealth device seems. If the player controlling him does a poor job and bumps something, then that Interceptor is not going to last :)

when facing a heavy counter I try to make my opponent lose rather than expecting my ships beat the odds. It's hard to find a generic example but the idea is to transform my opponents' overconfidence into mistakes.