Back in the old days, when the game was new, people still flew large lists of generic ships, and often they set up across from each other and flew in straight lines. Not only that, some players kept stubbornly beating their heads against the problem of ordnance.
In fact, here's the first tournament list I ever flew:
Darth Vader (29)
Swarm Tactics (2)
Concussion Missiles (4)
Tempest Squadron Pilot (21)
Concussion Missiles (4)
Black Squadron Pilot (14)
Squad Leader (2)
Academy Pilot (12)
Academy Pilot (12)
Total: 100
I won't insult your intelligence by explaining why, in a metagame environment dominated by TIE swarms and where the threshold for a modified win was 33 points, that list did not catch on with my friends or opponents.
Nevertheless, it means I've spent a lot of time thinking about how to close range, and I've been doing it for longer than most of you whippersnappers. In fact, I've been doing it so long that some of the old conventional wisdom has fallen away from the set of things new players learn about tactics--even though some of it is really useful.
In that vein, here's the Rule of 11.
***
If you lay three range rulers from end to end, you'll find they cover the width of the standard X-wing play area from one edge to the other. (Actually, you probably won't find that: the range ruler is 300 millimeters long, and if you're playing on an official FFG mat, the play area is 36 inches or 914 millimeters long. But set aside those extra 14mm for the moment.)
So we know the mat is 9 range increments from edge to opposite edge. Each player's deployment zone is 1 increment deep, which means there are 7 range increments between the front of my deployment zone and the front of your deployment zone. Each range increment is 100mm long, or 2.5 times the length of a small ship base. 7 x 2.5 = 17.5, so there are 17.5 base lengths between my deployment zone and yours.
Suppose I have a single Rookie Pilot with R2 Astromech and Integrated Astromech and you have a single Scimitar Squadron Pilot with Proton Torpedoes, Extra Munitions, and Guidance Chips. Each of us places our ship at the front of the deployment zone, which means there are 17.5 base lengths between the front of my ship and the front of your ship.
The Rule of 11 is simple: when our ships have closed a total of 11 base lengths, we'll be at the outer edge of Range 3.
(Alert readers may realize at this point that 11 is the wrong number. The range ruler is 3 range increments long, or 7.5 bases, and 17.5-7.5 = 10, not 11. Remember those extra 14mm, though? They mean that if your ships cover exactly 10 base lengths and no more, you'll be 14mm or about a third of a ship base outside Range 3. That's why it's the Rule of 11 and not the Rule of 10.)
So I plan a fast 4-straight maneuver with my X-wing. That means I use a maneuver template that's 4 ship bases long, and I cover the distance of the maneuver template plus the size of my own base. 4+1 = 5, so I just covered 5 base lengths. That TIE Bomber is being a little more coy about its approach, and plots a 2-straight: 2+1 = 3, so it covered 3 base lengths. Together, we covered 5+3 = 8 base lengths.
Now the Rule of 11 comes into play: without looking at the board at all, I know for sure that we can't exchange fire this round. We'd have to cover 11 base lengths to get to Range 3, and we've only covered 8, so I know we're still beyond Range 3. (Remember, we started out 17.5 base lengths from one another, meaning we're 17.5 - 8 = 9.5 base lengths apart. 9.5 base lengths translates to the outer edge of Range 4.)
I still want to close as quickly as possible, so I plan and execute another 4-straight, while my opponent plans another 2-straight. I cover 4+1 = 5 base lengths this turn, and my opponent covers 2+1 = 3 base lengths. We covered 8 in the first round and 8 in the second round, and 8+8 = 15. We're definitely in range to attack each other, because 16 is more than 11.
(In fact, I can tell you exactly how far apart we are: we started with 17.5 base lengths between us, and we've covered 16. That leaves 1.5 base lengths: we're at Range 1, and my X-wing is not only safe from the torpedo but has a chance to make the TIE Bomber pay for its middle-of-the-road approach speed.)
***
Of course, it's not always that easy. If the TIE Bomber in my example had slow-rolled the first round and moved 1-straight on the second, he'd have caught me at Range 3. Jousting duels between experienced players tend to be complicated for exactly that reason, and of course very few matches play out with a straight joust. There's a flanker, or a Thach Weave, or an opening fortress, or deployment parallel to the edge rather than straight-on.
(In fact, jousts between experienced players often result in complicated logic trees. If I take a fast approach with my ships, and so does my opponent, we hit Range 3 immediately, and he wins the exchange. If I take a fast approach and he takes a slow one, we'll hit the Range 1 engagement I want next turn, and I win the exchange. Meanwhile, my opponent is tackling the same tangled problem from the other side. It turns into a sort of Prisoner's Dilemma.)
Nevertheless, the Rule of 11 is a powerful tool. It can help you plan your movement to achieve the result you want, as well as helping you plan actions, repositioning, etc. to maximize your own advantages and minimize your opponent's.
Edited by Vorpal Sword