Solve This Situation: Rexlar vs Corran in the Late Game

By TasteTheRainbow, in X-Wing

I would expect Corran to expect the Defender to slow-roll, so I'd k-turn him. Focus+Evade or possible barrel roll to arcdodge seem like good options to me, and either Corran doesn't take as many actions as he could do, or he limits his options for getting a shot next round, because he has to keep going forward or he loses his regen.

I rate the Imperial player's chances here pretty well.

The TAP just runs away unless it has a chance to shoot Corran in the back or to block him.

I like K-turning the Defender also. If Rex pursues, expecting Corran to go for the TAP, he opens up too much to pursuit. K-turn potentially gets him a shot, but also makes it easier in subsequent turns to stay behind Corran.

I'm curious how did it go eventually. Could you tell us what happened in the end?

I like K-turning the Defender also. If Rex pursues, expecting Corran to go for the TAP, he opens up too much to pursuit. K-turn potentially gets him a shot, but also makes it easier in subsequent turns to stay behind Corran.

The Expert hath spoken! ^_^

I like K-turning the Defender also. If Rex pursues, expecting Corran to go for the TAP, he opens up too much to pursuit. K-turn potentially gets him a shot, but also makes it easier in subsequent turns to stay behind Corran.

The Expert hath spoken! ^_^

Hah! Most of my games against AdvS Corran go to time, so I'm not sure I'm that great a source of advice.

Corran needs to blast that Sienar and flee like a coward! Luckily for him I believe if he can get into R2 he can double TAP (hue hue) and run. The TAP needs to flee. As Rexler I would ensure Corran isn't getting free shots on the TAP so I would likely do a 1 right bank.

100% a K turn from Rex. Good odds of a shot and very low chances of a return shot. Worst outcome for you is if Corran k's too but a barrel roll either way will avoid arc and l leave corran stressed for next round.

The TAP 3 banks right and probably boosts. Unless corran pursues crazy fast best chance of getting out of range 3 and behind that rock. If corran does pursue, Rex can prolly barrel roll for arc and will be in a great spot for next round.

I'd fancy corran's days are numbered here

After sleeping on it, I've changed my mind and I agree with the folks who say K-turn. If Corran banks right for the TAP you've got the space you need to pursue him (and may even be able to barrel roll to pick up an arc). If he doesn't, you've got an evade token and focus to defend, and Predator (and possibly leftover focus) for your attack.

As others have said you one bank, if Corran k turns you have him in arc, if he goes for the test pilot you have him in arc it's defender flying 101.

Using the k turn on Rexler would be a rookie mistake.

Huh. I hadn't noticed Rexlar's dial is revealed as a 4-K. Can't wait to hear what Corran chose to do!

Without reading the thread so far...

x7 Rex means I've got time on my hands, but I need numbers to really push Corran. My first move is to have Rex 3-Turn to starboard, around the debris, and probably Barrel Roll starboard. Since Corran has initiative I'm going to see where he's gone first but something tells me he's either going to slow-roll to try and let Rex shoot past, or he's going to gun it after the TAP; either way he shouldn't have a shot at Rex if Rex 3-Turns, and an appropriate Barrel Roll should be able to ensure it. Either way, Rex gets an Evade to survive the potential double-tap, and if it looks like he can't Barrel Roll out of a shot, he should take a Focus to token up defensively. Regardless of Corran's location, Rex will want a 4-K next turn. He can Barrel Roll north that turn too if it makes it easier to pursue Corran. I don't foresee Corran being able to shoot Rex if Corran does a 2- or 3-Turn starboard right now, but I also don't see why Corran would want to do either move. At worst Corran does a 3- or 4-K but Rex taking a 3-Turn starboard and then Barrel Rolling to port should be able to dodge fire. But, again, I don't see Corran making that play since he has PtL, Artoo, and Engine Upgrade.

The TAP only has the two Hull left, so I don't want him engaging directly; I want him to herd Corran into Rex's sights. I'm thinking of having the TAP pull a 4-K since he shouldn't be in range, then worrying about the next round after seeing where Corran winds up. If Corran went north, the TAP is going to try and disengage using the big rock for cover; if Corran slow-rolled or K-Turned, gun it for a shot at Corran's flank.

Edit: looking again at the map and the obstacles, Rex may very well be able to 3-Turn to port after a starboard turn and get right back to shooting Corran if Corran pursues the TAP full-out.

Edited by Tsiegtiez

..as others have said, great forum topic!

I'm curious how did it go eventually. Could you tell us what happened in the end?

It's still waiting for players to return.

If I were flying Corran (and I often do), I'd be barrel rolling left and back, setting TL, and doing a one straight to hopefully slip behind Rex. Corran wants the TAP dead but he also wants both enemy ships on one side of him, and he can't afford to have a defender chase him.

I think the best Defender move to counter what I would do, is just to 4k now. It sucks if Corran cuts in after the TAP because he might dodge the arc with a boost right, straight 3. But you're still behind him, which is not where Corran wants a Defender. However, if Corran does just slow roll with a TL like I outlined above, then you get to joust him with defensive tokens on your side. If you do enough damage, then Corran has to do a green on the following turn. Just 4k behind again and hopefully you can run him down.

As others have said you one bank, if Corran k turns you have him in arc, if he goes for the test pilot you have him in arc it's defender flying 101.

Using the k turn on Rexler would be a rookie mistake.

...you saw Biophysical's post, right? It's an obvious move, but that doesn't make it a rookie move, let alone a mistake.

As others have said you one bank, if Corran k turns you have him in arc, if he goes for the test pilot you have him in arc it's defender flying 101.

Using the k turn on Rexler would be a rookie mistake.

...you saw Biophysical's post, right? It's an obvious move, but that doesn't make it a rookie move, let alone a mistake.

Indeed. SOmetimes, doing the skilled thing is doing the obvious thing, and making the noob mistake is the less obvious and thus better thing.

In the end what you actually do is down to how best you judge your opponent's judgement of your play. If you think they've pegged your likely moves, it can pay to change it up, especially when there are two moves that both might fit.

The K turn is the safest move to avoid incoming fire with the defender. A rookie mistake would be to assume you have the win and go balls in for the kill when a double tap from corran could turn the entire game on its head in one turn. Play it safe. Play it patient.

Edited by Rauhughes

Here's another option, breaking off and then taking some time to setup again:

TAP Bank 1 right, boost bank right, hide behind the asteroid.

Rexlar, Turn 3 right, barrel rolling.

Then, the next turn you should have a better insight into where Corran was planning to go and adjust accordingly.

With that much left on the clock, time is a resource you can afford to spend.

Edited by Dagonet

Anything but a K and likely Rex eats eight unanswered red dice this turn. At least a K means a chance of shooting back or not being shot. Corran has the whip hand here. The Imperial player is going to have to fly like a demon not to loose both ships.

I love that so many people would bank right. You'd be eating a double tap with no return shot I think as it appears when Corran BR's back and 1 banks he has you, I do t think the debris allows for BR out of arc.

Im finding it tricky to judge precisely in 2d pic though.

Sometimes the obvious signature move is the right move.

Edited by kopmcginty

Anything but a K and likely Rex eats eight unanswered red dice this turn. At least a K means a chance of shooting back or not being shot. Corran has the whip hand here. The Imperial player is going to have to fly like a demon not to loose both ships.

I play Corran in all competitive events. In this case I am the imp player, but I agree with you completely. In my mind Corran has already basically won the game. I've been trying to switch over to Rex as my primary's pilot since before veterans was announced and I just keep hitting these kinds of situations. I look at the board and I know if I was flying Corran it would be over. That's why I started the topic. To see what I am missing about dealing with rebel regen.

Anything but a K and likely Rex eats eight unanswered red dice this turn. At least a K means a chance of shooting back or not being shot. Corran has the whip hand here. The Imperial player is going to have to fly like a demon not to loose both ships.

I play Corran in all competitive events. In this case I am the imp player, but I agree with you completely. In my mind Corran has already basically won the game. I've been trying to switch over to Rex as my primary's pilot since before veterans was announced and I just keep hitting these kinds of situations. I look at the board and I know if I was flying Corran it would be over. That's why I started the topic. To see what I am missing about dealing with rebel regen.

See I don't know about that, especially with x7 and Predator on Rex. The trick with the Defender is to use your speed to your advantage, especially against someone like PtL/AS Corran. Corran has to commit to his actions and move here, Rex gets to play the mind games and Barrel Roll in response as needed.

If the TAP weren't in play, a K-Turn would be a great way to go. K-Turning two turns in a row would probably be my game plan depending on what Corran does. But since you have the time and capacity to throw two ships at Corran I'd play up that advantage.

I'm not sure you are? You need both ships shooting Corran to break his regen but chances are high that if you set up for the TAP to come back in Corran PS kills him.

Defender could get it done but I think a full health Corran is on edge but in control here.

I'm not sure you are? You need both ships shooting Corran to break his regen but chances are high that if you set up for the TAP to come back in Corran PS kills him.

Defender could get it done but I think a full health Corran is on edge but in control here.

If Corran didn't have Initiative I'd completely agree about that. He's generally going to have a hard time blocking Rex if you get the Defender pinball going with consecutive K-Turns, which means that it's Rex's game to lose without scoring damage.

The way I see it, Corran has to go all-in before seeing Rex move, either with a Focus/Evade or a Boost/BR. Not having FCS is a blessing and a curse here. Regen is potent but 3- and 4-dice attacks from Rex can overpower that, and Corran will have a harder time getting guaranteed damage against Rex's 3AGI and x7 Evade tokens.

That's why I started the topic. To see what I am missing about dealing with rebel regen.

I'm certainly not the foremost expert - or even the fifthmost expert, but I'm not sure what i'm missing there either.

At the moment - Regen seems to be a - take on the ship and don't let it get away, while you have sufficient firepower and ships. It often feels like there's a moment where you have to commit and finish the kill - and once that regen slips through your fingers, you've pretty much lost the opportunity. Unless you have some massive spike damage available

(But you can still claim the win if you play defensively and keep more points in play.) I kinda think the half points MoVrule should just apply to any ship above a certain point threshold - say 35 or 40. Half points for an ORS or Shuttle seems less important than half points for corran horn / fat han.

If I won Worlds - I'd like to see scum get an illicit that prevents regen within a certain range bubble

Edited by Ravncat