Thinking Systematically About Control (long)

By Hawkstrike, in X-Wing

[Warning: lengthy and conceptual.]

Thinking Systematically About Control


Control lists and control elements are one of the pillars of X-wing combat mechanics, along with maneuver enhancement (arc-dodging), attack enhancement, and defensive enhancement.

Control enables the player to set up specific beneficial effects through forcing specific maneuvers or actions on the opponent, or reducing the number of possible actions or maneuvers the opponent can select. Effective use of control comes from systematic thought about the application of control effects, and consideration of how to build control elements into your squad list.

It’s important to remember that control is not the exclusive realm of so-called “control lists” like Panic Attack. Every list contains an element of control; recognizing that and planning for it separates good X-wing players from merely average ones.

Control mechanics currently fall into three broad categories: action denial, movement denial, and stress application. Some mechanics provide effects in multiple categories.

Action denial mechanics prevent an opponent from taking actions, or force or encourage the opponent to take specific actions. Movement denial mechanics fall into two categories: those that force the opponent to move in a specific way, and those that restrict the opponent’s movement or targeting options. Stress application mechanics can be the most effective form of general control, because they provide elements of both action denial and movement denial, and because they can be the most difficult to defeat.

We’ll examine each of these mechanics in turn.

Action Denial. Action denial includes all mechanics that deny actions or force an opponent to take specific actions. These are typically pilot abilities, but certain upgrade cards can also provide action denial effects. Note that stress application includes action denial and will be discussed separately.

General. Action denial mechanics available to all factions include:

1. Obstacles. Crossing an obstacle causes a loss of an action and the potential for damage; using the largest possible obstacles increases the difficulty of maneuvering to maintain actions (while conversely the smallest obstacles minimize your own risk of losing actions.

2. Blocking. Blocking is an action denial strategy available to all lists that also provides movement control. As causing an opponent to bump into one of your ships denies its action. This form of action denial is most effective when done by low PS ships, those that are minimally dependent upon actions, or those that allow actions

3. Sensor Jammer. This defensive systems upgrade provides a measure of action denial as it encourages your opponent to take Focus actions; as once changed by Sensor Jammer attack dice cannot be rerolled via Target Locks.

4. Crack Shot. This elite talent has a curious effect on an opponent’s action decisions. Because the choice to negate an agility die comes after defense dice are modified, the opponent is placed in a quandary of whether to spend a focus to guarantee one evade more than necessary, or retain the token when not.

Rebels. Specific action denial mechanics for the Rebel faction include:

1. Wes Janson. Because this pilot removes tokens from its target, it can cause the opponent to lose and action taken, or take an action that does not deliver a token (e.g. barrel roll) in order to avoid a wasted action.

Imperials. Specific action denial mechanics for the Imperial faction include:

1. Dark Curse. Dark Curse prevents the use of Focus tokens; a smart opponent will take other actions, but good maneuver can render the choice of a focus action useless.

2. Captain Kagi. This shuttle pilot forces the opponent to target lock him, so the opponent will typically plan to use other actions when Captain Kagi is in range – this can shut down rerolls and the use of some ordnance.

3. Carnor Jax. Jax offers some of the best action denial in the game, shutting down all Focus and Evade actions and token use within range 1. This both keeps enemies at bay (movement control) and forces non Focus/Evade actions.

Scum. Specific action denial mechanics for the Scum faction include:

1. Palob Godahli. This Scum pilot’s ability to steal Focus and Evade tokens prevents your opponent from using those actions, and generally encourages taking a different (and often less optimal) action.

2. Latts Razzi. This pilot’s ability to reduce agility dice when Target Locking an opponent can encourages opponents with the Evade action to evade in order to compensate.

Movement Denial. Movement denial mechanics prevent an opponent from taking preferred maneuvers, through one of two mechanisms: forced movement and movement control.

Forced Movement. Forced movement mechanics cause the opponent to move in a specific, pre-defined way that the applying player controls.

General. Forced Movement mechanics available to all factions include:

1. Ion mechanics. Ion mechanics are the principle forced movement mechanic – once ionized by receiving one (small ship) or two (large ship) ion tokens, the ship is forced to execute a predictable 1-straight maneuver the next turn, and cannot reveal a dial (preventing some actions that are predicated upon dial reveal, like dropping bombs). This predictable movement can be beneficial in setting up firing arcs for the next turn, inflicting additional damage via forcing your opponent into an obstacle, or target elimination by causing the ionized ship to fly off of the board. Because most ionizing mechanisms produce low damage, long-term ionization strategies are most effective against low-agility ships like B-wings where it can be easy to apply the effect round after round. Ionization is achieved via:

(a) Ion Cannons. Ion cannon are useful for range 1-3, but deliver only a single damage and single ion token; they are best against small ships, particularly those with low agility.

(b) Ion Turrets. Useful only in range 1-2, but like ion cannon delivering only a single damage and single ion token; best against small ships. Powerful when combined with multi-attack mechanics like the BTL-A4 title which adds an ion effect to another damage mechanism.

© Ion Pulse Missiles. Effective at longer range 2-3 and requiring a target lock to execute, this single shot ordnance is most useful against large ships since it delivers two ion tokens and thus achieves the ion effect in a single turn.

(d) Ion Bombs. Providing an element of movement control as well, ion bombs are a useful dual mechanic versus large ships in particular since they deliver two ion tokens and do not require actions to employ; however they do not have even the minimal damage of most other ion mechanics.

(e) Ion Projectors. The Ion Projector modification is useful when combined with blocking tactics to provide a single ion token after a collision, though its 50% probability of application means that it is not a guarantee like other mechanics such as ion bombs.

(f) Connor Nets. The Connor Net is a mine that provides the benefit of movement control and action denial by combining two ion tokens and action denial, making them very effective against large ships and those pilots who are heavily action dependent – though since action denial depends upon when the Net is struck, the greatest value is gained if the net is dropped by a lower PS ship ahead of a higher PS ship’s movement.

(g) Ion Torpedoes. Ion Torpedoes have the advantage of long range (2-3) and “splash” or “burst” ionization effects that are very effective against tight formations of small-based ships.

2. Tractor Beams. This may provide a future forced movement mechanic, once released.

Rebels. Forced Movement mechanics unique to Rebels include:

1. Ship selection. Every Rebel ship has the ability to apply Ion effects through either cannon, missile, torpedo, bomb/mine, or turret, with the B-wing, K-wing, Y-wing, and YT-2400 being particularly effective as they have at least three ways to apply ion effects.
Imperial. Forced Movement mechanics unique to Imperials include:

1. Ship selection. TIE-Punishers, TIE-Bombers, Firesprays, and Decimators are particularly effective at applying ion effects as these ships all have at least three options for applying Ion effects.

Scum. Forced Movement mechanics unique to Scum include:

1. Dace Bonearm. This Scum pilot’s ability to turn Ion tokens into damage is a great synergistic ability with existing ion control mechanics.

2. Ship selection. Firesprays, YV-666s, Y-wings, and Aggressors are the ships of choice for Ion control, as these ships all have at least three options for applying Ion effects.

Movement Control. Movement (and targeting) control mechanics discourage the opponent from taking specific maneuver options to make maneuvers more predictable, or affect the opponent’s ability to perform targeting. Note that stress application includes a movement control element and will be discussed separately.

General. Movement control mechanics available to all factions include:

1. Obstacle placement. Because of the action denial and damage effects of obstacles, most ships do not want to fly over or through them; hence every control strategy begins with a placement of obstacles that supports the way the player wishes to fly his or her own list and reduces the effectiveness of the opponents list. Close obstacle placement can break up formations and provide hazards to less maneuverable ships, while wide obstacle placement encourages swarms and wide sweeping maneuvers. Clustering obstacles can also enhance the effects of turreted ships that orbit an obstacle cluster in free space while providing overlapping fire on ships moving through the obstacle cluster.

2. Blocking. Blocking is the second major element of any control strategy. Every ship has the ability to control an opponent’s movement by moving into a maneuver arc or occupying a critical movement node such as a decloak point. As a bumped ship loses its action, blocking provides action denial as well as movement control. Blocking is best accomplished by lower PS ships that can move early and provides an excellent way to counter high PS aces and ships that rely on actions for survivability and mobility (Push-the-Limit Interceptors or Engine-Upgraded large based ships).

3. Bombs. Bombs provide an element of movement control because their very presence discourages an enemy from following too closely behind a bomber. Taking a maneuver that can result in halting within a range 1 bubble of a point 1 movement length (2 in the case of Bombardier) to the bomber’s rear can result in damage or force movement. Thus their very existence in a list can be used to protect the rear arc of a high value bomber – particularly true when that bomber has an otherwise limited maneuver dial. Bombs are most effective for movement control until they are employed; once dropped; their threat ceases unless the bomber carries Extra Munitions. Seismic Charges and Proton Bombs provide damage-based movement control; Ion Bombs allow for both movement control and subsequent forced movement and as a result are a more powerful movement control element.

4. Mines. Mines provide long-term movement control as they are persistent effects that reshape the battlefield, in addition to their damage (Proximity & Cluster Mines) or control effects (Connor Nets). Mines are most useful when tied into existing obstacles to extend the area of movement control, and doubly so when the resulting “fire lanes” of predictable movement can be covered by friendly firing arcs.

5. “Nova” ordnance. Ordnance with a high damage “nova” effect (like Proton Rockets or Cluster Missiles), or ordnance that does burst damage (like Assault Missiles) can provide an element of movement control by discouraging an opponent from getting into a range band where this ordnance can be applied, or in the case of Assault Missiles discouraging massing of fires by maintaining close formation.

6. Advanced Homing Missiles. Because of the high risk of destruction from a single critical hit, Advanced Homing Missiles provide an effective control element against low hull, high value ships (E-wings, Phantoms) which will seek to avoid a range 2 engagement with an AHM-equipped ship. This becomes even more effective if the equipped ship is the Major Rhymer TIE-Bomber (full range 1-3 effect) or the Lt. Blount Z-95 (which provides an automatic hit).

7. Enhanced Scopes. This system upgrade, which allows a ship to move at PS zero, can enhance blocking by ensuring the equipped ship always moves first. This is also very effective when combined with a bomb- or mine-layer for synergistic effect.

8. Anti-Pursuit Lasers / Ion Projectors. The risk of taking damage or ionization from colliding with a ship equipped with APLs or Ion Projectors encourages opponents to keep their distance and be particularly careful when maneuvering close.

9. Bomb Loadout / Andrasta. The Bomb Loadout modification turns Y-wings into bombers, allowing them to add a movement control element to the Rebel or Scum repertoire. Similarly the Andrasta title for the Firespray increases its effectiveness when employing bombs and mines.

10. Auxiliary Firing Arcs. Ships like the Firespray and YV-666 have auxiliary firing arcs, which add an additional danger area that is difficult to ignore. Opponents will be forced to maneuver carefully to try to avoid these risky areas.

11. Turret Weapon Upgrades. Because none of the available Turret Weapon upgrades have full range 1-3 ability, they can encourage an opponent to seek a particular range – doubly true for the Autoblaster turret whose range 1 shots cannot be evaded.

12. Saboteur. The Saboteur crew’s ability to turn current damage into critical damages encouraged damaged ships to stay beyond range 1 of the Saboteur’s ship.

Rebels. Movement control mechanics unique to the Rebels include:

1. Outrider. This title on the YT-2400 freighter when combined with the Heavy Laser Cannon creates a “doughnut hole” of safety at range 1 around the ship which your opponents will try to exploit, and can be used to your advantage by having another ship in the squad plan to exploit this movement.

2. Biggs Darklighter. Biggs goes beyond movement control to targeting control, only allowing the opponent to target him when in range of another friendly ship. This is extremely powerful as it allows the player to potentially control all of the opponent’s engagements for a period of time.

Imperial. Movement control mechanics unique to the Imperials include:

1. Zertik Strom. As opponents within range 1 are denied range bonuses when attacking, this pilot encourages your opponent to stay at a distance.

2. Commander Alozen. With this pilot’s free range 1 Target Lock, opponents are encouraged to stay outside of range 1, particularly if Alozen also has Advanced Targeting Computer equipped.

3. Captain Oicunn. This Decimator pilot’s ability to damage targets he collides with encourages opponents to avoid his forward maneuvering space.

4. Deathrain. This Punisher pilot’s ability to drop bombs and mines forward gives double the movement control options of a normal bomber.

Scum. Movement control mechanics unique to Scum include:

1. Dead Man’s Switch / Feedback Array. These two illicit upgrades encourage your opponent to stay beyond range 1, which can be a useful complement to a weapon that has a range 1 “donut hole” like a Twin Laser Turret. Feedback Array does have the down side trade of doing damage and providing forced movement to your own ship, so it is best used with a blocker or large base ship.

2. Hot Shot Blaster. This illicit upgrade encourages an opponent to remain at range 3 of an equipped ship.

3. Boba Fett. This Scum pilot gets more lethal and defensive the more opponents that are within range 1; thinking opponents will attempt to maintain their distance, which offers opportunities to use at range control mechanics such as Tactician.

4. Emon Azameen. The “Mad Bomber’s” ability to drop bombs in multiple directions (especially when combined with the Andrasta title) significantly increases the range of the “no fly area” behind the Firespray.

5. Torkil Mux. Because this pilot can force an enemy at range 1-2 to fight at PS 0, he encourages enemy pilots, especially those with high PS, to remain at range 3 or further.

6. Guri. Guri’s ability to gain a Focus token from an enemy at Range 1 encourages her opponents to stay at a distance to avoid boosting her attacks and defenses.

7. Talonbane Cobra. This pilot’s ability to double ranged attack and defense bonuses encourages opponents to try to stay at range 2 from him, which could be exploited by other pilots in the squad.

Stress Application. Stress application is both an action denial and a movement denial mechanic, and thus is the most powerful control mechanic in the game. It prevents the opponent from taking actions, denies the use of red maneuvers on the enemies dial, can be stacked multiple times, and is persistent, taking one round (or a special mechanic like Wingman) to remove one stress token.

General. Stress application mechanics available to all factions include:

1. Debris fields. As crossing a debris fields causes stress, action denial, and risk damage, using debris fields as your obstacle tokens can be an effective way to add an element of control to a list that otherwise lacks other stress or action denial mechanics.

2. Flechette torpedoes. With their low cost and long range, Flechette Torpedoes can be a cheap way of applying stress to low hull ships – particularly effective against ships which want to avoid stress such as TIE Interceptors, TIE Phantoms, and E-Wings. Because the stress applies regardless of damage but does not count as a hit, a Flechette Torpedo combined with Munitions Failsafe can deliver stress over multiple rounds against high agility opponents – one time when you may prefer to not actually damage your opponent.

3. Tactician. At two points, the Tactician crew is the cheapest reliable way to add stress to an opponent, since it occurs automatically with each attack, and can be stacked through multiple attacks (via Gunner or similar mechanics). It also works in auxiliary firing arcs, making it doubly effective for Firesprays, YV-666s, and similar ships. Its only real limitation is its range 2 requirement, encouraging use on ships that do not want to close to range 1.

Rebels. Stress application mechanics unqiue to Rebels include:

1. R3-A2. “God of Stress”; this astromech is one of the most effective and reliable stress mechanics in the game, though since it requires taking a stress to give a stress, the droid is best employed on ships that are not action-dependent. A Gold squadron Y-wing is a better choice than Poe Dameron as an R3-A2 carrier, for example.

2. B-Wing/E2. This modification allows a B-wing to carry a Tactician crew, allowing for a 25-point stress machine.

3. Nera Dantels. This B-wing pilot’s ability to shoot torpedoes in a 360-degree arc, when combined with Flechette Torpedoes, results in a 360 stress turret perfect for arc-dodging targets.

Imperial. Stress application mechanics unique to Imperials include:

1. Rebel Captive. This is a very effective stress mechanism for the Imperials; it guarantees one stress to the first ship firing at the Rebel Captive, and can thus discourage firing at a high value target by the enemy’s higher PS, action dependent ships.

2. Mara Jade. This crew member’s ability to stress all targets at range 1 allows for control of multiple ships if your opponent flies a close formation. This is best used with a ship that will be in the thick of things.

3. Kath Scarlet. This pilot inflicts stress on an opponent when a critical hit is cancelled, forcing a difficult choice for the opponent – let the crit go through or take the stress. For best effect, couple the pilot with upgrades that increase critical hit probability, such as Mangle Cannon, Calculation, Mercenary Co-Pilot, and Gunner.

Scum. Stress application mechanics unique to Scum include:

Thoughts on list building. Control is an aspect of every list and every game of X-wing. When building a list, the player must decide how much to factor control tactics into list design, and how to balance control elements against maneuver, attack, and defense enhancements. There are three general steps to consider when establishing control strategies: selecting control balance, choosing a control approach, and implementing control in the game.

Selecting control balance. First, the player must decide what amount of control to focus on when building the list. There are four basic balance choices:

1. Minimal control. This approach ignores specific control element builds and relies predominantly on obstacle placement and blocking tactics. The TIE Swarm is an example of this style of list.

2. Selective control. This approach adds one or two elements of control to a list as a contingency or counter to a specific threat, but does not otherwise focus the entire list one control. Adding a single Tactician crew, an Ion cannon, or a bomb or two to a list are examples of the selective control approach.

3. Synergistic control. This approach adds several control elements to a list that are designed to be mutually supporting. Putting an Autoblaster Cannon and a Tactician on a Firespray, or including Dace Bonearm and an Ion Cannon turret in a list, are examples of employing synergistic control.

4. Control-focused. The control-focused list is an approach that makes control the central element of list design. The “Panic Attack” list (Three B-wings with Tactician, and a Y-wing with R3-A2 and an Ion Cannon) is an example of a control-focused list, as is a list where every ship has some form of ion weapon.

Choosing a control approach. Once a balance of control is decided, the control approach is selected. Will the list use action denial, movement denial, stress, or a combination of the three to achieve its balance? A focused approach using a single style (e.g. Panic Attack) can be very effective, but may have vulnerabilities to other types of list (Panic Attack, for example, is vulnerable to Ion control and arc-dodging strategies). On the other hand, a multiple control approach covers many bases, but may not be able to sustain the strategy once one or more ships are lost.

The selection of offensive versus defensive control must also be considered. The list may have offensive control features that activate under the player’s control (Mara Jade, Tactician, Ion Cannons), or defensive control features where the opponent’s actions trigger the control element (Rebel Captive, Ion Projectors). Offensive features may be more attractive on the surface as they may play directly to a player’s strategy. On the other hand, while defensive features may not come directly into play, their existence may undermine the opponent’s ability to pursue a preferred strategy.

Implementing control. Once the control approach is selected and the list is built, the control strategy must be implemented in the game. This begins with obstacle placement, proceeds through maneuver selection, and continues with the decisions of when to apply control – for example, deciding when to fire an Ion cannon versus a standard weapon, or when to take stress from R3-A2. Selecting control approaches which are not conditional (Rebel Captive, Tactician) can be less mentally taxing and simplify decision making, while conditional approaches (Flechette Torpedoes) can provide a range of options. Before starting the game, the player should examine the opponent’s list and assess which opposing ships are most vulnerable to the selected control strategy and determine when to trigger appropriate control. For example, Soontir Fel is vulnerable to both stress and blocking tactics, while Phantoms hate stress, boosting large ships are vulnerable to blocking, and B-, Y-, and K-wings are very vulnerable to ion tactics. Effective application of the selected control strategy can make the difference between victory and defeat.

Countering Control. Just as mechanics for control should be considered when building a list, mechanics to avoid enemy control strategies should also be considered when building your list. Whether your goal is to avoid stress entirely by selecting a pilot such as Tycho Celchu, or avoid movement control tactics via the Dash Rendar crew or R5-X3 astromech, there are many similar strategies to consider to minimize the effects of enemy control. A detailed examination, however, is a topic for another day.

Edited by Hawkstrike

If you're talking about control, surely Biggs belongs in the discussion. He doesn't let you choose your target, which is kind of important.

If you're talking about control, surely Biggs belongs in the discussion. He doesn't let you choose your target, which is kind of important.

Good addition.

I think Lattz Razzi is another pilot whom could be useful for control builds that could use a mention, probably in the action denial area. Also assuming you are not including unreleased content? Juke and Omega Leader would also fit in the action denial area if you wanted to include them.

I think Lattz Razzi is another pilot whom could be useful for control builds that could use a mention, probably in the action denial area. Also assuming you are not including unreleased content? Juke and Omega Leader would also fit in the action denial area if you wanted to include them.

Yeah, I stuck to released content.

I'd classify Latts Razzi's ability as an offensive enhancement rather than a control element -- you're not changing or forcing the opponent's actions; you're improving your ability to attack by reducing the target's agility dice. But fair enough -- I can see in some cases an opponent with Evade taking that action to compensate.

Edited by Hawkstrike

Latts is to evade tokens what Sensor Jammer is to focus.

1. Outrider. This title on the YT-2400 freighter creates a “doughnut hole” of safety at range 1 around the ship which your opponents will try to exploit, and can be used to your advantage by having another ship in the squad plan to exploit this movement.

This is not fully correct. The hole only exists when taking the HLC, it is not inherent in the Outrider title.

Combined with the title, you can give the YT-2400 a 3 range Ion Turret or Stress Turret. Soon to be joined by a Tractor Turret.

This is not fully correct. The hole only exists when taking the HLC, it is not inherent in the Outrider title.

Combined with the title, you can give the YT-2400 a 3 range Ion Turret or Stress Turret. Soon to be joined by a Tractor Turret.

very nice post, with surely more to follow ;)

just a quick observation (you just forgot about it, no error I guess): the outrider doesn't bring the donut-hole, but the HLC that so often comes with the outrider.

keep posting these articles though! :)

AHHHH NINJA-ED by that despicable Dagonet! *shakes fist* Next time though... next time!!!

:D

Edited by WokeUpDead

There was an earlier question about Tactician and aux arcs ... answers and considerations are above. Tactician is a crew that reall makes Firesprays and YV-666s shine.