It would be nice if you could make triangle deployments with the mission control.
Angled deployment - are Attack Wing players on to something we missed?
I've seen angled deployment to an extent at my local FLGS. Personally, just the other night I deployed an A-Wing at an angle so that he could do a straight '5' through an asteroid channel right off the bat, instead of having to spend a turn manouvering into an 'entry window'.
Myself and a few others in my group have been doing this for a while. It depends on the list and the opponent.. it's a nice tactic to use in confusing your opponent in tourneys, as some may not be used to it, or know how to fly against it.. also one of my group will deliberately fly away from his opponent to get an angle he likes for his attack run. He's a trixy hobbit..
Another trick is to deploy your asteroids long axis to be parallel / perpendicular to your ship's deploy angle.
I've always angled my ships, just because. :s
I often like to start a ship or two off moving parallel to my board edge. The reasoning is that lining up straight, it's hard for your trajectory not to be closing with your opponent, and so anything but a head-on egagement can be very risky. Turning your ship's starting position 90 degrees sacrifices a little speed, so that you cannot close with your opponent as fast, but introduces responsiveness, so that you can choose to, eg, hard turn in at 1, 2, or 3, to begin in a flanking position. Or k-turn and refuse engagement if it looks iffy, leaving you plenty of time to clear stress.
I'm also more likely to set up like this if my opponent has ps superiority, as this allows me to respond to his set up, and dictate terms of engagement, rather than flying straight into the battle that they've clearly stated a preference for.
One of the biggest reasons 'play it straight' is, imo, the rule of 11 - it becomes much harder to predict the point of engagement if you're not 'pacing out' your steps with a straight line.
Edited by banjobenitoThat is a very good point - the rule of 11 - or rather the rule of 10 - has become a lot more usefull again with the advent of TLTs.
turning doesnt sacrifice speed compare your bank templates to your straight templates..... two alternating banks and you are facing the same direction but are about a base length further than if you use just the corresponding straight templates.
I sometimes angle my deployment if i see a good route.
The problem with it is that you signpost your strategy for the enemy
I normally try for a denied flank if i've got high ps ships but as i play fairly mobile lists i'll often deploy facing straight on one side and then do a sharp turn to the other side in turn one, some speed 5 moves to the other side and a boost or two.
If you're opponed with slower ships was suckered into facing off against you it can throw their strategy from 'offensive' to 'defensive' and reacting to your moves (which is ideally what you want)
If you angle in these cases its a little harder to reposition to the other side, and if you are angled towards the side you want to flank on you've made it obvous you're going to do that.
Edited by GadgeOne of the biggest reasons 'play it straight' is, imo, the rule of 11 - it becomes much harder to predict the point of engagement if you're not 'pacing out' your steps with a straight line.
This is one of the main reasons I see to do this. It throws off people who try to calculate stuff like that. Its also why I never saw much value in "the rule of 11", if the opponent angles their ships a bit, it throws off the whole calculation.