Help a new player with arc dodgers

By Dabba, in X-Wing

So I really love interceptors, a lot. But I also they they're very unforgiving and hard to learn on.

I seem to do well in games, but then I stay at close range and end up getting shot up or exchanging fire.

Should I be concentrating more on shooting and then moving out and then re-engaging? Or should I be staying in close? and try to outmanuver in close?

I always seem to start strong then get vaporized in the mid game

Knowing how to disengage is a huge part of successful play with arc-dodgers. As you've recognized, even a good opening game can be ruined if you let your fragile ships get into a knife-fight at close range against opponents who are likely to shoot back.

If you practice disengaging after that opening strike (that is, both how to do it and when to do it) you're forcing your opponent to play reactively and try to catch you--with ships that hopefully aren't as good at it as you are.

...it occurs to me to mention that I also see a lot of people fly multiple arc-dodgers without an "anvil" element. It seems to work for some players, but it's never worked for me. I like to make sure there's also an efficient brawler in my lists, so that my opponent can't just carefully wheel his formation around to address the arc-dodger. A shuttle or a Firespray or a mini-swarm can all work in an Imperial list--something that your opponent can't afford to put at his back.

I agree with Vorpal that having a brute ship is good, especially when learning arc dodging. You need something to distract the enemy as well as using it to jam up their movement so your arc dodgers can get into position.

Interceptors strength is in their offence and thus positioning is key. Quite often it may be better to avoid a head on attack to get into position for the next turn.

Impatience is the death of interceptor

It's a good skill to learn but not an easy one, as others say don't be afraid to break off when things look dangerous you don't have the hit points to soak damage so use your speed bug out and come in for another pass.

Practice is key you never want to get blocked or to fly onto obstacles both are deadly to you.

Don't given in to overconfidence it will be your doom.

...it occurs to me to mention that I also see a lot of people fly multiple arc-dodgers without an "anvil" element. It seems to work for some players, but it's never worked for me. I like to make sure there's also an efficient brawler in my lists, so that my opponent can't just carefully wheel his formation around to address the arc-dodger. A shuttle or a Firespray or a mini-swarm can all work in an Imperial list--something that your opponent can't afford to put at his back.

I find that procket A-Wings are both my hammer and my anvil. You don't especially want to joust with them, but you really don't want them out of your arc.

Which doesn't help an Interceptor fan, true.

The thing that I have problems with is getting greedy with boosts and barrel rolls to get a sweet range one shot. I find that more often that not that shot costs me in the next couple of rounds because it limits my options and makes me easier to block or to keep in arc.

I know it's a trap. I know I shouldn't do it. The range one shot is just too tempting for me.

I've flown multiple interceptors before without a "brute" or "anchor" ship. The approach I've had success with is to space out the interceptors on the board and circle the enemy. Most of the time, the opponent will try to focus fire on a single ship, which will force them to turn their backs on your other ships. In this instance, play keep-away with the ship the opponent is chasing and have the other interceptors speed in behind the enemy ships. If they turn towards a different ship of yours, have that one run away and have your others circle behind. The key is to keep your ships separated so they are forced to choose. The ship of yours that is targeted needs to sell out for defense. If the opponent separates their ships in an effort to engage more than one of yours, then try to keep the enemy separated so they can't help each other. This is to your advantage as interceptors can win most 1-on-1 battles. If the enemy is flying more ships than you, then run with the outnumbered ships and focus on winning the 1-on-1 battles.

As for how to circle the enemy, I usually start with my ships spread out evenly across the board and see where my opponent sets up. The ships directly across from their starting position slow play and turn away, while my ships that don't start directly opposed to an enemy ship race across the board (4/5 straights) to swoop in behind. The exact circling strategy depends a lot on what type and quantity of ships you're facing as well as their starting positions, but with a little practice you'll get a feel for it.

In the case of turrets, arc dodging is out the window, and the exact strategy will depend on the type and combination of turrets. General strategies are to focus fire down a fat turret and/or try to stay the weakest range for the turret(s) in question (3 for most PWT and non-TLT secondaries, 1 for TLT and HLC Outrider).

Thanks for the advice guys. I need to learn how to be more patient, and how to bug out.

I dont have many lists with an anvil, usualy 3 interceptors or 2 interceptors and vader or echo or something.

Ill try one or two ints with a mini swarm. I dont have anything beefy like a shuttle.. yet.

Though I do want to do the palpmobile eventually

Though I do want to do the palpmobile eventually

The Palpmobile is a great enabler for arc dodgers. If your opponent decides to tangle with your arc dodgers, Palpatine's dice modification gives you some room for error. If they instead try to burn down the Shuttle to take Palpatine out of play it lets your arc dodgers get some work done.

Being on the receiving end of a range one Predator/ATC Vader shot backed up by a focus token and Palpatine is kind of terrifying. It's almost always going to come up hit,hit,crit,crit.