Figuring out bump turns.

By Sixter, in X-Wing

For a game that is played so much competitively there is one thing that I wish was handled better in the rules. I´m talking about bumping and especially bumping while executing turns. Lining up arcs is one of the most crucial aspect of good X-wing playing so "interpretation" of movement when you bump another ship can be game changing. This hasn´t bothered me too much in the past but I´m playing a Brobots build these days and bump interpretation (especially on turns) is killing me. With those very effective long-range guns and important flight patterns there is simply a lot at stake when you decide how your ships end up facing. Plus, with the large bases they end up colliding a lot, often with each other (fine with Advanced Sensors).

Does this bother anyone else?

No oddly it doesn't bother me at all when my z-95 blocks you then does a damage with feedback array.

Funny that.

For large ships (and i think even small ships), you can place the straight maneuvers on the end of the turn. Move the ship until it bumps while keeping all the nubs centered around the template. Put the ship down, do your best to slide your maneuver from under the ship.

If this is too complicated, have a beer.

If its still too complicated, have another beer.

Repeat until it doesn't matter anymore.

The rules are pretty clear now for those turns where that arc really matters.