How to catch a SLAM ship in the end game?

By IG88E, in X-Wing

I think about how someone is able to catch a "SLAMming" ship in the end game, let´s say 1 vs 1? It can always SLAM away, executing two 3 bank maneuvers making it hard to follow the ship. Some ideas? Except: "Kill it before end game" ;)

Have your ship be worth 1+ (preferably 12+) more points than the SLAM capable ship so it HAS to engage :P

Idk about advice, because it is pretty much like trying to take out that 1 HP Soontir with a full HP B Wing in 6 minutes, it probably isn't going to happen.

Have your ship be worth 1+ (preferably 12+) more points than the SLAM capable ship so it HAS to engage :P

Idk about advice, because it is pretty much like trying to take out that 1 HP Soontir with a full HP B Wing in 6 minutes, it probably isn't going to happen.

^^^^^^

unfortunately, SLAMing late game ships will create the same terrible issue as late game soontir and the like in timed tournament games. If it gets to that point and you are 1 v 1, you've killed less points, and the opponent decides they are just going to run until time, you might as well save yourself some time and go grab a bite to eat. Especially if it's Miranda, cuz she will just regain shields when she has shots and you don't, and just SLAM otherwise.

If you are gonna give it a shot though, your best bet is to try to force them in a corner or onto a rock. But good luck. If they are lower PS, this is a bit easier, but SLAM can still get them out if they are a good enough player.

Or just run a turret list. Those seem to work pretty well.

who careS?

move however you want, cause that f***er aint firing back

also, if you can catch the fat han, you can catch the SLAM

Edited by ficklegreendice

Clog up the board with asteroids so it doesn't have very good lanes for SLAM?

you can catch the SLAM

You heard it here, folks, the first starship transmitted "disease". No cutting in line people, everyone will have their chance.

Back to the thread topic, I would say grab a K-Wing when Wave 7 drops then test this theory out. Let us know your findings

Edited by Scojo

fill some routes with cluster mines at the start of the game - make your opponent scratch your head in disbelief when you place them in seemingly random places - BUT IT WAS ALL CALCULATED FOR END GAME, BAYBEE

You don't, you fly it instead ;)

If you catch the SLAM be sure to inform your partner

If you catch the advanced SLAM then I'm afraid they're going to be some changes in your life :(

Fly 8 ships so that your opponent won't have enough time to kill enough ships to be up on MoV and running will not benefit them.

Fly 8 ships so that your opponent won't have enough time to kill enough ships to be up on MoV and running will not benefit them.

Somebody doesn't sound happy.

The main way I've been able to catch faster ships is to own the middle of the board. They can only go so far and your arc is larger the further away they get so take the middle then follow them on the inside of their turns. The other way is to herd them to a corner and go for a block. It's hard to do when you have limited time. You kind of have to plan for this in the mid game if you know that your going to be going up against a SLAM ship or a super fast ship. You need that position before it gets to the end game so you have time to chase things down.

Well let's make a few assumptions here - Miranda with TLT and C3PO is probably the "worst case." Seeing as she's PS8, she's the last K wing to move, and she can regen a shield, still do damage, and stop a damage via C3PO, so she's going to live the longest too. Now that we know what we're playing against, what stops her?

Well, in that situation, she's 38 points. 39+ point ships that require her to engage would consist of Corran, HLC defenders, YT-1300s, Outriders, Decimators, and most Firesprays. As such, we're not going to discuss how to beat SLAM with those ships since running away is a bad idea for her there (unless she's just trying to hold onto some MOV knowing she can't win).

So, from a build point of view, you can obviously have one of those be your last ship standing, but what else would work well? Ion Cannons (and turrets to a lesser extent) are great for keeping your prey in your sights. It forces the fight since she's only doing a 1 straight maneuver, so she can only slam with a 1 straight or 1 bank. If she slams, then she can't shoot. If she doesn't, then you've closed the distance (and are hopefully eventually in R1). Plus, with only 1 agility, it's hard for her to dodge the shot. Assuming a straight lineup, if you JUST catch her at R3, then performing a 3 straight (assuming a B wing, so the fastest non-red) would take you 3 turns to get into the R1 bubble if she doesn't SLAM. In the mean time, you've taken up to 6 damage from TLT and she really hasn't taken any damage since she'll shoot -1die to regen her shield. Once you're in the R1 bubble, you can continue to ionize her - she'll never get another shot, and therefore will never get her shields back.

What else though? An R5-P9 X/Y wing will have a good chance at the win too. She can only do 2 damage a turn, and each turn you can regen 1 of those shields. Each turn she slams, takes away a turn of damage. The X wing probably has the better shot with the faster dial and higher damage potential, but the Y wing has the higher health pool, so that's also useful. Also, it can equip either the TLT as well, or the ICT (as described above), or even the title to make use of more shots.

Speaking of X and Y wings, you can also shut it down with R3-A2. At most she can do a 2 straight and then a 2 SLAM, which is equivalent to a 5 straight - not THAT fast. This could also be accomplished with Rebel Captive. Higher PS arc dodgers would also be a good way about it. At 38 points, you can get a Procket Pyscho Tycho, and if you give her init, then you can just sit there laughing as you sit in her donut hole the entire game (note, this can have its own risk if she has shields left and wants to spend it for a 4 dice primary). Fel and Jake are also going to be pretty good at doing this. Sadly, these fragile agile ships are super susceptible to bomes/mines, which is another thing that Miranda can pack in order to keep them off her butt.

You can also pack some mines of your own on your K wing. While they're not as effective against a K wing, those proton bombs can pull some serious crits that'll cripple the ship:

Structural Damage - disables C3PO

Damaged Engine - Keeps her from turning + SLAM

Console Fire - Free damage, or a turn of no SLAM

Weapons Malfunction - Not really useful

Damaged Sensor Array - No more SLAM

Minor Explosion - Another damage

Thrust Control Fire - Stress, which slows her down next turn

Direct Hit - Another damage

Munitions Failure - No more TLT, and basically no more regen since a 1 die attack is useless against almost everything

Minor Hull Breach - Useless

Damaged Cockpit - Make her move first, can reduce the amount of SLAMing... plus, you get to shoot first

Blinded Pilot - No dice = no regen = no damage

Injured Pilot - No regen!

Stunned Pilot - Must be more cautious with SLAM

So really there are only 2 crits that have no real effect against Miranda. And tons that are crippling. Crits are your friend!

Fly 8 ships so that your opponent won't have enough time to kill enough ships to be up on MoV and running will not benefit them.

Somebody doesn't sound happy.

I'm normally the one flying the 8 ships, heh.

The time limit can screw the swarm, but the swarm player can use it to his advantage if played properly. Often when I'm playing swarm if I'm up on MoV by a lot I'll just run away with all the ships I have and force my opponent to come to me. By the time that happens the game is about to end.

60 minute rounds are still a thing in my area.

If you move after the K-wing and have boost, then it is pretty easy to catch up especially if your engine is on a large base ship. 3 move + 3 move doesn't cover nearly enough distance to get away from PS8 IG88, for example. And they also can't shoot if they SLAM, so you're essentially getting free shots, unless you're running over their bombs.

So Dual Aggressors for tearing up K-wing then?

Why on earth would you want to catch Miranda at Range 1? Are you that eager to take four red dice to the face?

I think packing at least one ship with Autothrusters is a good way to catch any K-Wing in the endgame since you'll have Boost and defense against her Turret, but you'll still want to hang back at R2-3 to take advantage of her AGI1 and to have a decent chance of dodging her TLT. If you can't knock her out early, though, I think you're gonna have trouble; her Regen plus your lessened focus-fire in endgame will make life difficult.

The main thing to keep in mind while chasing a ship down is that you want to intercept, not follow. Eventually, the other ship will be forced to the board edge, which makes movement easier to predict. Use that to your advantage and cut through the center, aiming for where the ship is going to be. Best case scenario, you catch it in a corner and pound it.