Not seeing a ton out there regarding setup and deployment basics. I love the big PDF that explains so much of the entry level stuff about squad builds, and there's a couple videos about very basic formations. But what been written or produced about deployment and turn 1 setup?
Deployment theory
Check out multiple-time world champ Paul Heaver's articles about "Turn Zero".
Its really hard to give anyone advice on deployment theory as it changes so much based on what you are flying what your opponent is flying and what rocks or debris is on the table.
Experience is they only really way to learn how to do it. the more you play the more you learn distances and maneuvers that help you determine where you want to start and where you want to engage your opponent
the only default advice I can give is put the rocks in the middle and ships on the right. Its what I see most people do most of the time.
It's so variable that really you just have to lose a few matchups with a list to see where you went wrong. That Heaver article is definitely worth a read.
Well, I suppose there are a few standard models out there though:
Pinser Formation:
What it is- Having two major elements that you intend to use on the board, and placing them on opposite ends of your edge of the board. Squads that should use this deployment tend to be made of two parts that both function about as effectively as the other, and you want to force your opponent to choose which one to engage. Example squads that use this are TIE Swarm that is split, "Something" + Miniswarm, Duel Falcons (to cover the entire board with their arcs), or Shuttle + Interceptors.
What it does- By creating two blocks of ships that function well enough without direct support from the rest of your squad, you can attempt to parse out your opponents squad so it's easier to deal with. This may include drawing them through disadvantageous rock formations or making it possible to outflank or Outmaneuver (capital O for the EPT) the enemy. As I'm fond of saying, when you give the opponent a chance to make a choice, you give them a chance to make a mistake.
Phalanx formation:
What it is- placing all ships in a straight line with each other, and marching them forward straight towards the enemy. A highly popular strategy early on using X-Wings (and later B-Wings) because it was difficult for any approaching ships to avoid being in almost all available arcs.
When to use it- When you're depending on raw jousting value to win, or at least gain the early advantage before The Furball begins. As such, it's much more useful for Rebel builds. There is a variant however...
Column Formation:
What it is- It... it's a column. Usually achieved with the TIE Swarm, by placing 4 TIEs together in a box formation and stationing additional TIEs to the sides, but facing inwards towards the formation. While the straight-facing TIEs use straight maneuvers out of the gate, the side-facing ones use hard turns to join in formation in the rear. Low PS ships like the Academy or Obsidian take the front, while higher PS/important Pilot Ability ships take the middle or rear. This formation is basically Howlrunner's crib.
When to use it- Just like the Rebel Phalanx, this build/formation relies on the raw jousting value of lots of TIEs. It's essentially a battering ram, advancing between 6-8 TIE firing arcs forward. Highly dangerous to mid-low agility ships. Since the weakest ships are in front, they are the ones most likely to be at Range 1, forcing the opponent to pick between range 1 shots against ships that don't matter, or range 2-3 against ships that matter more, while your front-liners will almost certainly have range 1 shots. Requires a degree of skill in formation flying and early engagement maneuvers.
Scattered:
What it is- placing your ships essentially alone, spaced evenly across the board from edge to edge. Usually done with a squad of 3-4 ships, when each one is an ace or at least fairly capable on its own. Its effectiveness is questionable, but it does have one major advantage.
When to use it- When you have a list of aces or near-aces, and you don't know what one your opponent will prioritize. Their early maneuvers should give you a much more clear idea, as should their deployment options. I'd say this deployment requires much more skill in the rest of the game to use effectively, as the possible diversity in your ships makes planning the opening 2-3 approach turns highly variable.
There you go, there's some simple options to chew on.
Unless you have a specific reason to, don't place your ships directly in line with obstacles. I see new players do that all the time. Their first move is a straight, and suddenly right off the bat they are having to figure out which bank or turn to make so they don't kill themselves on rocks before combat has even begun. Line up with a slot between obstacles directly in front of you.
I set mine up wherever it looks good at the time. My ships get all jarbled up while playing anyways. Hit rocks, bumping each other, running off the board etc. just how it goes. Just have fun. Fly casual.
Good stuff.thank you fellas.
I am certain the right move for me is to get more games in with the list I am working with. Interestingly I think the question I have is the same question my opponents have .. Wich to prioritise.
The list is carnor jax,Darth Vader and soontir fel.
I don't know what of the three I would try to down first if it was reversed and so I don't know where I should start with them in my deployment to best position them for my benefit either.
So far I have been using the maneuverability of the list to simply react in the middle of the board as needed. It works 50/50 or so. Wich is not great.
I think my question might be too specific to this squad . according to the articles , my instinct is to spread the three out and make them choose a target....wich according to the articles is almost always a bad idea. This is where I am getting foggy on an opening strategy.
Unless you have a specific reason to, don't place your ships directly in line with obstacles. I see new players do that all the time. Their first move is a straight, and suddenly right off the bat they are having to figure out which bank or turn to make so they don't kill themselves on rocks before combat has even begun. Line up with a slot between obstacles directly in front of you.
Sometimes this is an advantage becuase you want your opponent guessing which way you are going to bank or turn on the second round of movement after they have committed to an attack vector.
Good stuff.thank you fellas.
I am certain the right move for me is to get more games in with the list I am working with. Interestingly I think the question I have is the same question my opponents have .. Wich to prioritise.
The list is carnor jax,Darth Vader and soontir fel.
I don't know what of the three I would try to down first if it was reversed and so I don't know where I should start with them in my deployment to best position them for my benefit either.
So far I have been using the maneuverability of the list to simply react in the middle of the board as needed. It works 50/50 or so. Wich is not great.
I think my question might be too specific to this squad . according to the articles , my instinct is to spread the three out and make them choose a target....wich according to the articles is almost always a bad idea. This is where I am getting foggy on an opening strategy.
Well, you're using a highly maneuverable list, so your best bet is to analyze the opponent's list and figure out a few things. Which one is most dangerous to you, and which one is your list most dangerous to? With average luck for instance, any HWK or high PS Headhunter should be just utterly destroyed by your list. Depending on your loadout, Bs and Ys might drop in 2-3 turns as well.