So - I recently posted in this thread " https://community.fantasyflightgames.com/topic/191683-what-do-you-think-is-the-most-important-factor/" that I think attack lines are the most important - and I'd like to illustrate the point a little bit here...
What is attack line? It's the actual path that your squadron follows - and the more positional options you have at any given point on the "time line" of the attack, the stronger that position seems to be. It's not just about reactive maneuvering - but of position. It includes how you approach asteroids, and how you approach targets. It's not quite the same as maneuvering - as that becomes a turn by turn thing, While attack line includes that -a key distinction is that attack line also includes initial position.
So I bring you two squads -
4x Alpha squadron
Lt Lorrir + Stealth + thrusters
vs
Etahn Abaht + PTL + Engine + R2
2x Red Squadron Veteran + r2 + PTL
Spoilers, the interceptors win. - And before you complain about how poorly the Rebel squadron is flown - It's to illustrate the following! So let me explain the process - an opening move was chosen by the Rebels (Real1,Real 2 and Real E) while alternates were chosen, shown by Yellow and Red.
The Rebels had initiative - and the placement was as shown below....
SETUP
After each alternate is shown - they are cleared and we follow the Real ships on their path - the real ships are the only ships the imperial ships are actually reacting to. But we can see interesting possibilities in the alternates - and we can learn something about our line of attack... Note how many possibilities the rebels have, they can go slow, fast, left, right, they can break and do combinations of those....
There's a bit more to ponder here too - look at the imperial formation - it's very strong, the swarm can maneuver together in their aperture formation, and they can turn and roll to accompany lorrir down the right side, or lorrir can turn to escort across the top. They can split as well. The number of guns they have and the threat of a flank (which the rebels can produce by splitting a ship) will probably force the rebels hand. Additionally the Rebels look like they're going to have to engage the asteroid field - while the imperials have a choice of to skirt it or not. I'd say the imperial starting position is stronger - but the rebels can pull some strong tricks from where they are too.
So - Here's the first move + alternates...
TURN 1
RED: The Red position is the worst I think, They will likely be outflanked by lorrir, and have to avoid the oncoming asteroid. They can move up slowly or turn into lorrir - but that will surely put the 4 interceptors on their flank instead. Splitting up here is possible, but not great. There aren't a lot of great future moves from this position - especially since the swarm can block if needed.
ACTUAL: The Real position is interesting, Etahn has arc covering forward - they haven't commited, and they can turn right with rock cover to face Lorrir, or they can bank in and etahn can bank right to have a small answer to lorrir. They can also escape left of the rock ahead, or turn out entirely - especially with boost available. There are interesting moves available, but they are headed into the rocks, and won't have too many future choices.
YELLOW: The Yellow Position, appears to be quite strong - The interceptor Swarm will not have an easy time coming through the rocks, and would have to rush the Rebel group - which can likely catch Lorrir - and probably kill him before the interceptor group can come in to catch him. This attack line leaves plenty of future positional options open. - This is one of those strong opening tricks - if the opponent doesn't unite their force - this could lead to an unfavorable joust - should the opponent have brought the swarm in with Lorrir...
Continuing from the Real position...
Turn 2
* Lorrir moves after Etahn and the T-70s
RED: Here, Lorrir actually evades arc of the Red X-wings. The Red position is quite weak, with only Etahn having a shot - the boost to the right to catch where they thought lorrir would go backfires spectacularly, but does set up for a tallon roll back into the fight, and range 3 shots at the t70s.
YELLOW:Yellow position is good now - getting shots on the swarm, and keeping the ships out of arc and away from lorrir - but is a line that will lead to all kinds of trouble - the asteroid's position means Etahn can't turn in easily, and T70 2 has to cross a rock, while T70 1 has to think about coming across it, or pulling out of the fighting for a bit. Future turns look rocky.
ACTUAL: The Real position here is interesting, having split the ships to go around the rock, and pushing all three rebel ships actually have arc on Interceptor #3 - they could have pushed the limit here, to gain locks or focus - which might work out nicely, but I think the rebel player wanted to keep dial options open as he is now looking at a future turn of interceptors in the way, different angles and rocks all over the place. Also Etahn can threaten Lorrir, and has the most options of where to go next - but with the oncoming swarm, and lorrir surviving combat - future viable options for the ships narrow drastically.
Turn 3
Lorrir boosts in for angle and range 1, he's not actually stressed here. So a 1 turn to the right will barely avoid that rock - though his swarm may pose a problem.
YELLOW: The Yellow options get a shot on lorrir - and set the damaged T70 #2 to head forward out of 2 arcs, PTLing to hopefully kill an itnerceptor before it shoots, while the rT70#1 blocks lorrir's boost, and hopes to create a trap which Etahn would seal - (lorrir does make it between Etahn and #1 without bumping, but can't escape both arcs.) This leaves most of the swarm free to attack the ships - and is a bad position.
ACTUAL: The position here has 3 range 1 shots - 2 with focus and TL to hopefully take out an interceptor or 2 before it fires. Unfortunately in this game, the dice prevented interceptor 2 from dying (it took 2 crits) and the interceptors killed Etahn and damaged red #1. - The interceptors have blocking options and tons of escape - with Etahn gone - and two damaged t70s - and the post length certain to be long - the game was called here.
In conclusion - we can see some neat things - when things get congested, or in the rocks - maneuver choices start to dwindle - and the attack line weakens. That happens naturally as the game goes on. Initial positioning and the first 2-3 turns of the approach can really determine how the game goes (assuming average dice)
A healthy attack line keeps options open, and keeps the number of guns on you few - The imperials had a very good attack line in this game.
Attack lines drawn in!
Hope this was somewhat useful!
Attack Line
Nice article. Thanks
To actually respond to the thread, the original alternate yellow move was the strongest. At worst, if the interceptors turn in they're on equal footing postion-wise, and if they don't while Lorrir is the only ship that jousts you can sledgehammer Lorrir down and then with the full force of your list can smash into their weakened one. You'd win with better economy of force.
The third situation that could arise from the first move alternate yellow maneuver is that the Interceptor player pulls something funny and books it. In that situation you may have the advantage, might not. At the very least you're not at an immediate disadvantage like the actual first turn maneuver put the rebel player in. No immediate joust to worry about and space to work out a plan.
A bit off topic, but a friend of mine showed me how effective it is to spread out 8 TIE Fighters across your starting area in one long line, and then have them steadily move up until your opponent's fat dash or whatever commits to a direction, at which point you then have them converge. You end up with a blob of 6-8 TIEs directly in front of your opponent's fat ship with no where for it to go.
Edited by ParaGoomba SlayerThanks for this. I think good line of attack is also one of the unspoken advantages of 2 and 3 ship lists. You have a lot of room to maneuver. Ships that attack well at range 3 have more flexibility in their attack line as well.
Honestly, I think the Rebels lost this game at deployment, and the lines as you describe them are simply an extension of that.
Obviously, if the Rebel had gone with the initial yellow move you provided they could have potentially overcome that, but they were in the position because of the deployment choices.
The Rebel player had the PS advantage at deployment and in shooting, and in my opinion, squandered it.
I think it's important to think about these things when deploying and moving. I don't think enough people do think about it.
I played a game last week that had my X-wings go down one side and then K-turn at his deployment zone just because there was no benefits to be trying to engage him through the asteroids. My movement really threw him for a loop and made him laugh. He didn't know quite how to react to it. He popped out of the asteroids as I got him where I wanted him.
Honestly, I think the Rebels lost this game at deployment, and the lines as you describe them are simply an extension of that.
Obviously, if the Rebel had gone with the initial yellow move you provided they could have potentially overcome that, but they were in the position because of the deployment choices.
The Rebel player had the PS advantage at deployment and in shooting, and in my opinion, squandered it.
I agree. I would have positioned in the lower right. That would have given me ample room to maneuver and not expose a flank. Against arc-dodgers you really have to use the sides of the board to close off an avenue of approach.
Honestly, I think the Rebels lost this game at deployment, and the lines as you describe them are simply an extension of that.
Obviously, if the Rebel had gone with the initial yellow move you provided they could have potentially overcome that, but they were in the position because of the deployment choices.
The Rebel player had the PS advantage at deployment and in shooting, and in my opinion, squandered it.
I agree. I would have positioned in the lower right. That would have given me ample room to maneuver and not expose a flank. Against arc-dodgers you really have to use the sides of the board to close off an avenue of approach.
Honestly, I look at it and think really just Etahn needed to be in the lower right. That way, if the Imperial player turns his Alphas in to go after Etahn, the T-70s will flank (at higher PS) while Etahn runs. If the Alphas ignore and head for the T-70s, you can push up and kill Lorrir as you would have been able to do in the Yellow scenario, and then used Ks/T-Rolls to obliterate the Ints before they can shoot once they finally engage. Essentially, you set a trap on the right (more open) side of the board based on the deployment of the Alphas
If your opponent places Lorrir on the other corner in response and then flies the Alphas towards him, you just use the speed of the E-wing/T-70s to create a favorable flank on the Imperial side of the table, If the Alphas turn to Etahn instead, you do what I said earlier and just flank them with the T-70s while Etahn runs/covers Lorrir's approach from behind.them.
A subtle change of deployment, but it makes a big difference, since you dictate where the fighting happens and all the exchanges should be favorable because of the PS and health advantage over the Alphas.
That's just it! Deployment is part of the attack line. And one of the most important parts because it is the starting point. Note how important that first alternate yellow move was, it would likely have won the game on that specific opening move set from the imperials. That's why I say games are often won on your line through the first three-four turns.
But, just remember, had Etahn been deployed in the lower right, the imperials first play would likely have altered. Usually each player sets a position, and the first round dials are set, to do one of the following...
> slow move to watch the opponent
> fast move to press the opponent
> move to lure the opponent
> move to feint
> move to form up
> move to exploit future position (asteroid cover, flank setup)
I'm sure there are other types of opening moves. This move though, is performed with knowledge of the opening deployment. Change deployment and change the opening move. So for this game, you can see how strong the opening yellow move is, because it's as if Etahn had deployed in the corner. While actually deploying there could've led to the alpha squadron turning 1 left and barrel rolling to meet with lorrir, and the five racing down, worst rebel case, catching Etahn solo.
Sure, it's possible Etahn can run and let the t70s flank, but the interceptors could also turn in and catch the t70s. Also remember, the t70s should have pushed the limit, the whole force had shots on an interceptor, and with focus, probably would've killed it, and they were performing speed 1-2 maneuvers following, and if not for dice could have killed a second. This too would have altered the game. The problem is that the gamble failed and it became a joust. The rebel starting deployment is not so terrible, it's just not great followed by the moves played.
One last alternate note is on what happens if that yellow move is chosen... Lt. Lorrir can react, and not boost forward, but do his barrel roll out and away, or just regular roll back, to escape through the rocks on turn 2, and reform with the interceptor group.
P.s. The rebels having an OK but not great position, and following a suboptimal line, is partly intentional, to further illustrate the point, and allow for discussion of better deployment and move choices... There are better u shown alternate moves from position 2. What should the rebels really do from their second position? Do they have as many options as from the first position?
Edited by RavncatI skimmed it for now but thanks for putting this up.
Thanks for the graphics and the article. It was a little confusing though. Perhaps you could clarify it a little?
Thanks for the graphics and the article. It was a little confusing though. Perhaps you could clarify it a little?
It could probably use some editing and extra formatting - I may look into that if I get time. For now, I tossed in some bold headers. To me - it's clear - (which obviously doesn't help) so it's hard to really clarify - since i'm not sure what was confusing to you. - so bullet point version?
- Shown are turn 0 (setup), turn 1, turn 2 and turn 3 - and the attack line of turns 0-3
- Alternate possible moves from the previous turn are shown, marked in red or yellow. The viability of those moves is lightly discussed.
- The idea is that your ship's starting position and following positional moves ( dial maneuver + barrel/boost) create something called an "attack line"
- X-wing is a positional game, and your ships lines of attack has a lot to do with victory in a given match-up.
- In this case - the possibilities for movement dwindled as the rebels lines moved through the field, and they were outflanked. The Rebels had fewer and fewer good moves with each turn passing
- The imperial line slowed and delayed in the upper open area, leading to a joust, while lorrir's line came in from the side/rear to flank.
- A different attack line - either from turn 1, or from turn 0 would've been more favorable to the rebels. Given the same Lists!
I think perhaps, how to effectively use this concept, beyond basic level.
Perhaps a little more discussion on what are good ways to start an engagement. I don't know. I'm just really confused on how to use much of this information, even though I understand what you said on a literal level.
(Before everyone comes to bash how terrible I am at this game [without every having played me once], I'll going to say that I'm currently sitting around 80-85% winrate over the last 50 or so games.)
Is this meant as a basics primer? Or are you trying to explain something of an intermediate level that you see people having a hard time understanding?
I've played Ace Combat and seen the arrow diagrams in real time of how my flights played out, but they've never actually shown me anything useful. I note that I was flying behind my enemy most of the time, but beyond that, nothing that upped my game.
Ahh ok!
That's the real challenge isn't it. At the moment calling for attention as to what an attack line is. I've got ideas for how to show how to use it, but I don't have graphics prepped yet, or really clear ideas of how to make it useful. (for example, showing a single opening react to multiple opponents openings - but it gets realy convoluted to clearly show that - though colored arrows might be a way to do it)
I think for now - just drawing attention to the importantance of starting position, and your approach to the enemy, and the idea that your posibilities dwindle over time, so the early turns (opening) have more influence over the game than your later turns (midgame/endgame) - is a good point. I'm kind of hoping other people chime in with more. Discussion of the Red/Yellow alternates should show that there's less choice as turns progress.
The arrows are really there to clarify the actual path - which is muddled with all the other alternate movement options. There might be a good way to use arrows to show games later - mostly they help elucidate where you went over where you didn't - and allow for easier discussion.
Thank you Ravncat!
Yeah, use the colored arrows.
See, I'm having a hard time trying to figure out how to use this information beyond what I know already.
I'll say this about late game though: I've been playing a lot of new players recently (FFG, your new core was a business success). Some of these players are quite talented/familiar-with-other-wargames. I see them have a great handle on the first maybe 3 turns. turn4 is usually a toss up. But after turn7, the field starts to skew heavily into my favor.
I find I still am thinking one turn ahead at least when thinking about using stress, where my next green move will go etc.
I make closer correct moves to the edge of rocks and the field as my eye sharpens up in a game. My moves get wayy more exact and I get way more out of my maneuvering than I did in the first few turns, because now I can process each enemy ship as a single ship only, versus a block of theoretical damage coming at me as a squadron.
In that sense, I find my moves into the late game open up vastly compared to early game and I begin having more choices versus less choice. Or perhaps. I find it easier to make the best choice much quicker.
Late game, R2 is usually the distance between ships, so things like Yorr get much better lategame.
I try to visualize my ship's position as a maneuver tree, with likely possible moves 2 turns out. Some areas of the board will have a full tree, some will be heavily pruned. I often try and use my ships to steer opponents into areas with limited trees, because it makes prediction easier.
From this point of view, I think the point if the OP is to pick a line with the biggest option tree over the first 3 turns, because a good position (or a bad one avoided) can win you the game.
But after turn7, the field starts to skew heavily into my favor.
I find my moves into the late game open up vastly compared to early game and I begin having more choices versus less choice. Or perhaps. I find it easier to make the best choice much quicker.
I think something different is happening there - Ships positional options open up in the Endgame - but it's a very different beast than the early/,midgame. - which determined where the endgame positions started, but the when of the endgame has a lot to do with ships dying and "actions + dice + shots" which is heavily influenced by your opening lines.
We can't really say for certain - this ship will be my endgame ship. We can hope for a ship to be an endgame ship - and we can maneuver for that to happen, and we can build our list to hopefully influence the opponents choice of who to target. So we can influence a ship towards being endgame, but if the opponent falls in on our endgame ship, and the dice don't go our way - we can lose it - we may be able to punish the opponent for the choice.
Attack line has a lot to do with which ships are likely to make it to the endgame, If in turn 1, the rebels had done the yellow option and turned right and gone after Lt. Lorrir - there's a good chance that Lorrir is destroyed - but in the scenario playing out - Lt. Lorrir looks to have good odds of surviving till endgame.
So in that way - your early lines/approach influence which ships get to endgame, and where your endgame begins.
consider 35 point Fel vs Super Corran Horn. If they are the endgame ships (that match can go on forever) Both ships are more able to maneuver without the opponent having a whole squadron to pin them down - but where are the ships in turn 7? If Turns 1-6 put Corran into an advantageous positioning - turn 7 and 8 could see Corran win quickly. If you have a healthy line for Fel through till turn 6 - and a not so great line for corran - Now Fel may be able to easily deal with Corran. If they come out from somewhat neutral positions - it becomes a cat and mouse game that goes on. - Here in the endgame, it becomes about one v one poker, player reading and clever maneuvers.
If your attack lines were poor, and Corran was fried - and it becomes 35 point fel vs a rookie - then the earlier attack lines did quite a bit to determine the game. If that makes sense.
Good little article. We need more discussions like this.
I think the turn 2 diagram is a good demonstration of weighing the strength of a maneuver for the present turn against its usefulness for the following turns. The yellow moves give the Rebels a pretty good position for the first round of combat, with no return fire. But as you point out, their maneuver options for the next turn are pretty grim, while the Imperials can easily wheel their swarm around and threaten to block just about any move the T-70s might try. On the other hand, the red moves would give the Rebels a dismal first exchange. But on the next turn, the T-70s have room to K-turn or T-roll, and Etahn can slow-roll to create a kill-zone. Meanwhile, stressed Lorrir doesn't seem to have any good options that would keep him in combat without risking a block, and the swarm has to navigate that corner asteroid. It might not be perfect, but it certainly looks better than turn 3 starting from the yellow positions.
In an actual game, I think the ability to plan two turns ahead (or even one) is the toughest skill to develop. But it's definitely a critical one - I can't tell you how many times I've put a ship into the perfect position, then picked up the dial for the next round and thought, "Crap...what do I do now?"
Edited by PandademicThanks for this article. Reading through this really opened my eyes to my own behavior. I think I have been improving my opening moves, but never really thought about it to deeply. Having a name to hang on the concept, the attack line, helps my really analyze why I've been improving. Hopefully this means I will take this forward and improve my mid-game, that's where I feel I have stalled on my improvement. This post and the discussion really helped.
I'd like to see some high-level Vassal games analyzed on the concept of attack line.