I have been asked for a bit more detail regarding how I played Miranda, especially around how to optimize bomb drops. So in the same style of my Psycho Tycho write up last year, I’ll walk through some simple things regarding bomb drops, pictures included. To start with, we’ll discuss the out of rock combat. Specifically, dropping a Conner’s Net on a higher PS player (though it can also be used for a player who has already activated and ended in that spot).
If your opponent is within range and for the most part in front of you, you can get a bomb. A 3 straight followed by a 3 bank slam will get any ship. Whatever maneuver he does, the template will hit the Net.
If the player is slightly off center, then you can modify the strategy slightly and play a bit more risky with the edge. For example, if the opponent is just in range, but off centered by range 1, you can almost guarantee a bombing. To pull this off, you want to be greater than range 2 from the edge (but not much more than that) in order to have enough clearance to not fly off the edge. A 3 bank towards the edge followed by a straight 3 will trap the opponent from everything except a 1 turn.
Finally, the last opening round drop examples, if your opponent is just in your arc, a 3 bank towards and then again will guarantee a drop. But all too often you’ll find that a rock will be in your way to complete this move. In this case you can substitute the maneuver with a 3 bank left followed by a 3 bank right. This will technically leave your opponent open to doing a right turn to avoid the Net. However, that move will land the opponent on a rock.