Why deploy facing sideways?

By McQuirk, in X-Wing

I run a list with 2 AC Tempests and 2 Tie/fos (one being Epsilon Leader). I'll start them with the 2 Tempests facing the fos at 10.5 bases apart. Then depending on where my opponent lines up either the Tempests or the fos will do a 4-K and the other will do 4 straight. This puts me in a block formation. Epsilon leader then clears the stress from everyone so I can K-turn again if I want. I can go up and down my side of the board as long as I want and make sure I get the position advantage. If need be I can also turn up the side. Starting this way lets me pick my lane after my opponent has committed to one, making it easier to flank.

Think of it like fencing or Street Fighter. As soon as the match starts, you usually don't rush right in. That's often the mark of a beginner. Instead, you dance around a bit, gauging your opponent, looking for an opening or a sign of weakness. When you see an opening, you strike.

In X-Wing, you can't hold still (well, most things can't). So instead, you go parallel to your board edge to buy some time before the first engagement. Maybe your opponent's formation will break up. Maybe they will bump into their own ships. You can gain some information about your opponent by watching how they treat those first few turns while you avoid direct engagement.

Also, you can draw your opponent through the asteroids if they're impatient and you skirt your board edge. I've successfully done this once and it was extremely effective. It's definitely something I need to work on, though. Lately I've been rushing head-long into battle and the results have been less than pleasing.

No, you throw a sonic boom while you rush in as they are stuck blocking it.

Think of it like fencing or Street Fighter. As soon as the match starts, you usually don't rush right in. That's often the mark of a beginner. Instead, you dance around a bit, gauging your opponent, looking for an opening or a sign of weakness. When you see an opening, you strike.

In X-Wing, you can't hold still (well, most things can't). So instead, you go parallel to your board edge to buy some time before the first engagement. Maybe your opponent's formation will break up. Maybe they will bump into their own ships. You can gain some information about your opponent by watching how they treat those first few turns while you avoid direct engagement.

Also, you can draw your opponent through the asteroids if they're impatient and you skirt your board edge. I've successfully done this once and it was extremely effective. It's definitely something I need to work on, though. Lately I've been rushing head-long into battle and the results have been less than pleasing.

No, you throw a sonic boom while you rush in as they are stuck blocking it.

They'll just focus absorb it and crumple you as you dash forward.

EDIT: I should clarify that I'm joking. If you time your dashes right, you should be able to throw a punch at the same time the Sonic Boom hits so that you break them out of the focus.

Edited by Budgernaut

This thread pops up from time to time. I think I figured out the positioning advantage when I tired one of my buddies rebel turret lists and when the hwk came out and he was pretty confused. Just about every new player I've taught since then will inevitably ask this question.

It just matters. As long as you plan for it to matter. It also sucks if you do it just cuZ and bump or set a dial the wrong way.

It's also quite nice when you don't know where your opponent will go (if playing lower PS).

People deploy facing sideways to make their game more stressful by having to double and triple check that they have set their dials so that they do not fly off the board on turn 1. Or maybe that's just me...

This is why I like using the HWK with Kyle.

I like to spend my first two turns charging Focus actions and moving 1 forward.

I am definitely a Rebel player.

I use that opening to draw my opponents into my side. As they try to "tail" my group they then have to turn into the asteroids/debris to engage. It causes them to break formation and/or stretch out their squad into a line which prevents all of them attacking all at once and weakens their attack position.

I don't put them on the table and ton, but I really like deploying defenders sideways, it opens up a wealth of options with the white k turn

Very helpful when I'm playing my 5-Kihraxz or 3-Kihraxz+2-Scyk lists. Obviously no one wants to joust me so it's advantageous for me to force my opponent to engage me on my own terms.

Thanks for the input folks, some useful pointers.

Is there a knack to knowing when to abandon the sideways moving and turn into the board? Aside from when you reach the edge I mean... Or is that something that just happens with practice?