Is there a method to the madness of flying a Stresshog?

By Scopes, in X-Wing

Anyone on this fine forum have any tips for how to fly a stresshog? Once the game gets going, the lack of the K-Turn make the thing very hard to fly.

I get it that preplanning 2 - 3 moves ahead is part of it. Very hard still for me to do.

I usually slow-roll him and then he's out of the fray for 2 - 3 (sometimes 4) turns and the rest of my list is fighting for its life.

Any tips from you aces? Help a guy out who is almost 1 year into the game.

Agreed. I played against it (again) this past weekend. Once it's past the first 2 rounds of combat, it's useless since it pretty much isn't turning around. But those first two rounds it's double stressing ships is all you really need it for. It's like using Biggs to take all the first round or two of combat to keep his team alive. So the hope is they target it first anyway.

2 hard is white so just dial that in and you've turned around. Also it's fine if stresshog is out of the fight for 2-3 turns assuming you also put an ace out for similar time and you can capitalize on the ace being actionless. Plus trading 26 points of early control ship for usually 30+ points of late game power is a great trade.

I think the general idea is that once you can get someone in arc and stressed it's often very difficult for them to get out of arc long enough to get unstressed. With a white 2-turn and them unable to do post-manoeuvre movement you can usually manage to keep your sights on people.

Start in the corner facing sideways and one bank in. Slows you down and keeps your ark as large as possible. Essentially the goal is to have the widest net possible, for as long as possible.

You live on the 2 hard, I fly it with Wes and Poe. Sometimes I use an Ion Turret or switch to a dorsal turret. Lean more to the Ion double stress and Ion usually leads to a dead ship.

One trick is to not come at the enemy head-on, but from a bit of an angle. If you fly straight past each other, yes, it takes multiple turns to get turned around. But if you come at them from a 45 degree angle, and then they fly past you next round, a hard turn or two can get you back into a threatening position much faster.

It is primarily a tool for limiting the maneuvering of action-dependant enemy ships. The stresshog projects a very large danger zone, and any enemy ship that ends their maneuvering within that won't get an action next turn. That's death for certain ships. So it helps you predict where Dash or Soontir are going to be (not in the Danger Zone).
The other thing is that you can get your stresshog turned around, it just takes two turns. It is not a "once and you're done" ship, it continues to influence the game indirectly, if only because it's big danger zone is swinging around for another pass, and your opponent wants to be flying in the opposite rotational direction.

I think people also forget that the stresshog's triple-tap shooting is pretty strong for a 26 point ship. It is not merely a stress mechanic, it can also dish out some pretty serious hurt.
Edited by Daniel Beaver

Once in a tournament I had the Stresshog doing all the work against a Boba/Bossk list. My Miranda went down very early and Poe didn't know what red dice were for. So the Stresshog delivered 15+ damage to the Opponent including several crits.

After the initial Approach the stresshog only knows two maneuvers: 2 hard left and 2 hard right. But that's all he needs.