I'm going to lay out various opening plays, when you would use them and why...
Because the more I play this game, the more I am convinced that the outcome of the game depends most heavily on initial position and approach, (Initial position includes obstacle placement) and not so much on the list you bring. Ranking something like the following...
Initial position > approach > targeting choice > RNG (dice & modifications).
I'm convinced that you can win with any reasonable list, regardless of the list matchup. (Although, what is reasonable, may be cause for debate, so as an example I'd consider 6 naked HWK-290's to be an unreasonable list) List matchup itself doesn't appear in the list above, because it adjusts the importance of those key things above.
So - starting from this premise - What openings can you perform? (initial move from initial position)
It's going to be highly dependent upon your initial position, which will depend somewhat upon your pilot skill in relation to you opponents, as higher pilot skill will place with more information, but, no matter the actual initial position there are actually only a few options for your opening moves. This is because we have a limited number of starting positions and a limited number of maneuver templates. Of course, some openings will be stronger / weaker depending on that initial position.
Opening Moves
0.
The Neutral Approach
- Moving your squad forward at a median speed.
When to do it:
This will often give the advantage to the opponent's opening but is safe against another neutral approach. It's also useful when you want to rush / delay, but are afraid of overcommiting. If your opponent also rushes, the neutral approach can help control range of engagement. It's also flexible enough to commit to an opening on your second move.
1.
The Rush
- Moving your squad forward at full speed. The goal is to close your ships range with the enemies as quickly as possible. often involves using a 4-5 speed straight or 3 bank.
When to do it:
You judge your squadron to be likely to win in a straight up joust. You think the opponent will attempt a bait and switch or flank, and can catch an element of their squadron before they are actually ready to engage. It's also used when you need to race for a good position amongst obstacles.
More difficult to accomplish, but if you believe you can judge the opponents opening, you can also use the rush to skip combat at range 2-3 and open with combat at range 1. (some of your elements may end up at range 2) This can also be used to block an opponents formation and deny actions.
2.
The Delay
- Moving your squad very slowly or not at all. The goal is to watch the opponents squadron, and discern what their opening plans are. accomplished by using self bumping, stop maneuvers, k-turns, sideways facing etc...
When to do it:
You're facing a new opponent or squadron, and you want to develop a better approach. You want to pull the location of the engagement towards your current position - this could be for many reasons, for example, pulling a swarm through a group of obstacles. It's also useful for keeping a battle in front of a lumbering ship (yv-666 or shuttle)
3.
The Strafe
- Turning your squadron slightly, to set up an encircling battle. The goal is to be able to circle about the opponent, very good for avoiding fire while concentrating turret fire. Often requires 45-90 degree angle of approach to your opponents ships, that you'll have to turn into.
When to do it: You've got turrets that don't need / want / can't k-turn. Your opponent wants to joust you, and don't want to joust them. Occasionally you can use a non turret ship to do this (Lt. Lorrir / Echo).
4.
The Flank
- Splitting your squad / breaking formation. The goal is to force the opponents to choose a squadron element to engage, and to bring all of your squadron together on the same turn. Accomplished by moving your ships in different directions (or starting ships in different positions
Your opponent will choose which part of your force is on the flank, as the group they do not target
When to do it:
When your opponent is not going to joust - a jousting opponent will be able to joust against a portion of your list, and likely kill it quickly. When you want to know your opponents targeting priority or force your opponent to commit to a target. Or when you want to try to split your opponents forces. Be careful of letting a jousting element get rushed.
(you can further use this to feint into a bait and switch, in order to pull a jousting list, additionally a variant of this can be achieved by delaying a specific ship, and moving it behind your leading formation)
5.
The Formation
- moving into a formation. The goal is to create a larger formation than you can build within the space given in your starting area. Accomplished by turning ships in/ self bumping, and practice - you will need to know your starting positions fairly precisely.
When to do it:
When your opponent cannot out joust you. When your opponent does not have anti formation weapons (e.g. assault missiles) When you have tight range force multipliers (e.g. howl runner).
Can be used to feint into a bait and switch or a delay. There are many types of formations (Block, staggered, finger four, pinwheel, column, conga, ranks)
6.
The Bait and Switch
-
Dangling a high value target. The goal is to influence the opponents targeting priority and or draw / split the opponents force out as you bring your force together. often accomplished by turning a lone / pair of fighters to move across your deployment zone, while delaying the other fighters.
When to do it:
When you set up without full knowledge of the opponents position, or have units you need to bring together from a split deployment. When you can entice your opponent to rush through obstacles to get to you. When you know your opponents targeting priority. When you think your opponent may attempt to flank, and you can then outflank them.
Can be used to feint for a rush / delay or flank.
7.
The Feint
- Pretending to do one of the above. The goal is to cause your opponent to react to an opening you are not performing. Accomplished by positioning - or performing one opening on turn 1, and moving into an opposite opening on turn 2 (Delay followed by Rush, Rush followed by delay. Neutral followed by split, formation followed by delay....)
When to do it:
When you think your opponent will react to your opening, or predict your opening.
8.
The False Feint*
- Pretending to Pretend to do one of the above. The goal is to cause your opponent to react to your feint. Accomplished by your opponent reading too much into your opening.
When to do it:
when your opponent believes you are going to feint. - This is layer 2 thinking - You're deep in the poker game here. You must be aware that your opponent believes you are going to feint - otherwise your opponent is properly reading your intent, and can counter.
There are probably a few other openings - but I feel most will fit fairly closely in line with these.
(Let's also include some quick nomenclature for describing games and further discussion, if we can standardize some of this, it may make discussions without images easier...)
Obstacles
A - Open/Sparse B - Mixed / Mini cluster + sparse C - Closed/Dense
1 lanes (i. horizontal ii. diagonal iii. vertical)
2 Corners (i. box edges ii. center pair iii. corner pair)
3 Tri-force (triangle in triangle)
4 Circle (i. center filled ii. center open)
5 Cross
6 Chevron
(Most fields can be described fairly well with the above, at some rotation. Debris will often make the field feel more open.)
Initial Placement
Facing - Forward, Neutral Edge (Left / Right), Diagonal (Left/Right), Mixed
Formation - Tight (box, finger 4, fortress), Wingmen (Pairs of ships), Loose (individual ships)
Location - Left, Center Left, Middle, Center right, Right, Spread / Mixed
Now you have plenty of language to talk about your openings - Next time you lose a game, step back and think about your opponents initial position and yours, was your opening correct?
Having trouble with triple jumpmasters? That's a game that relies heavily on either out jousting (p.s. 4 and lots of health and attacks to drop a jumpmaster before it fires) or on blocking / ranging the ships - if they have range 2/3 torps and you can jump from just outside of range 3 into range 1 - you'll have some advantage. Likewise if you can force them across obstacles to lose focus, or force them after a target that can run away while you flank, such alpha strike lists absolutely need to start with a strong opening.