Beginning X-wing

By Amos100288, in X-Wing

Hi All,

I'm new to x wing and so far all my games seem to be going the same way. The ships charge at each other, fire an opening volley, then fly though each other and spend the rest of the game hopelessly trying to turn around to line up another shot.

One game had an exciting opening. I attempted to flank round an asteroid but my opponent turned round the same asteroid. Then at range one (in the first volley of the game) the xwing landed 4 hits and took down my F/O tie fighter, but then for the next 20mins we were constantly chasing each other and failing to effectively reposition.

Is there an effective way to reposition with out having to constantly resort to red manurers? Right now I only have a force awakens starter set, is the small number of ships creating this lull in game play?

Knowing when to pull a red and deal with the stress is part of becoming a better pilot. Like you, I am playing with the TFA Core Set. With the Talon Roll and S-Loop our fighters have far more tools for getting back in the fight than the previous generation. You don't have to avoid red maneuvers. You just have to know when to do it. Welcome to the plastic crack addiction.

All I can tell you is practice. I know that sounds silly but hang in there.

Yes. Try to get up to 100 points in a 3x3' space to get a full feeling or 300 points in a 3x6' space for epic.

All this obviously takes building up to. 100 point games not so much. But just the core doesn't get the full amazing feeling that this game can bring.

Two hard turns work well for turning around, lets you action for a TL, defense, or positioning. If you can K turn, S loop or Tallon roll and not get shot go for it, unmodified dice is better than none. But if it leaves you vulnerable try running and turnning around next turn (while your opponent is stressed), this works good for ships with 1 straight manuevers.

Edited by GeneticDrift

The tactic of flying into one another's guns and blazing away is known colloquially as 'jousting', and an entirely reasonable tactic.

It uses the red maneuvers to turn around a winner lot, though - the key being which ones, and when. If you pull a red and it lands you in a spot where you can shoot and they can't, you have a huge advantage.

Then the real mastery comes when you start learning the implications of your ships 'greens', and start planning not only how to outfly your opponent in the k-turn (or equivalent), but still keep your guns on target the next round as well. :)

You'll also find having even one or two ships extra on the table can mix things up a bit - so a judicious bit of expanding can do you wonders while learning too.

Either way though: have fun, rookie. :)

Edited by Reiver

You've just taken your first steps into a larger world....

Welcome to the plastic crack addiction.

I'm gonna be using this as my sig now :D

You need some defenders they can turn around without stress *nods*

Also welcome to the hobby.

Practice. The fact that both the TIE/FO and the T-70 X-wing have special manuevers to turn around (Segnor's Loop, Talon Roll) is a big advantage. Red manuevers may not be as bad as you think. TIE/FOs and T-70s are very maneuverable, and one turn not getting actions might be worth it, especially since both ships have lots of green maneuvers.

X wing strategy guide on YouTube really helped me. That and flying ad much as possible!

Watching YouTube is a great way to pick up good points and how to learn not what to do.

Also, feel free to proxy cards you don't own if it's a casual game. There are different upgrades that can help, like BB-8, Expert Handling, R7-T1, Engine Upgrade, and others.

If less than 100 pts, play on a 2x2 area can also help.

Try the scenarios, as well. Those can be more interesting games than circling around each other and trying to shoot at each other.

Edited by heychadwick

The initial placement can be very important. If your squadron doesn't want to get into a jousting match then angling the ships a few degrees off straight can sometimes make quite a difference.

If you are pointing directly at an enemy and barrel roll it very often achieves nothing. It certainly won't get you out of firing arc whilst keeping the enemy in firing arc. Being slightly off angle can sometimes allow you to position your ship so that you can shoot but can't be shot at.

Thanks for all your replies. Guess its just a case of practising, experimenting with different speeds working out when to turn, when to do reds and which ships to get next.

Thanks for all your replies. Guess its just a case of practising, experimenting with different speeds working out when to turn, when to do reds and which ships to get next.

For purchases, both sets of aces are a great place to start.