One thing I have noticed about the games of X-Wing I have played(which is about 4 or 5) is that it can take about 4 or 5 turns until we start rolling dice. Until that point, taking an action seems kind of pointless. What are y'alls experiences in that regard?
How long does it take in your games for the shooting to start?
About 45 mins.
If I'm not shooting by turn 3, I've been too cute with my opening and that seldom pays off for me.
usually turn3 or 4.
First move is a slow move to see what he's up to. Rarely do that twice, usually im immediately going full throttle after that with an outflanker and mid-speed directly at them with something else. Rarely dont get this lined up where they all fire at once.
One thing I have noticed about the games of X-Wing I have played(which is about 4 or 5) is that it can take about 4 or 5 turns until we start rolling dice. Until that point, taking an action seems kind of pointless. What are y'alls experiences in that regard?
Usually round 2 or 3, but I favor "run up and punch 'em in the face" style play. In my opinion it's a good habit to just always take an action even if it's just a focus. You're less likely to forget later on or end up without actions on the turn the shooting starts due to a miscalculation.
Some people like to force you into them because they play the waiting game *cough Uboats cough* and it kinda irritates me.
We're here to play a game, not dance. If my deployment threw you off and youre taking 3-5 turns to reform your fleet, thats one thing, literally running away from me as far as possible for 10+ turns is another. Yeah i had one guy do that, he figured if he did that i would be forced to go through rocks to get at him. He was right, except i know how to fly around rocks unlike most of the people around here (they bring debris every game because they constantly crash into them and dont want their shot taken from them) so i cut him off anyway and way faster than he anticipated so he had no rebuttal lol.
I normally open fire on turn 2. Games where I do not manage this are normally because my opponent is doing something fancy.
I do not normally do "caution" but then I haven't faced U-boats yet. ![]()
45 mins. Because if I kill them on the first move, they will never learn how to use the maneuver templates. I'm just trying to nice.
I'm impatient. Generally not later than 3.
Usually round 5 or 6. My triple aces are never in a hurry to see dice start failing. It always depends on the match. I don't like the 19 turn limit in vassal league. Or the non players in my group.
Generally turn 2, sometimes 3. I really love opening up with A-wings 5-forwarding to action ![]()
Depends on what I'm flying.
If I'm flying a TIE Swarm or Defenders I usually gun it as fast as I can, so by turn 2-4 we're shooting.
Aces I try to drag them through asteroids or force them to chase one while the other pounds them.
Usually no more than 75 minutes.
Most i have played/seen turn 3. Turn 2 if big ships on the board anything more the turn 5 and its slow play
I usually see turn 2 and 3, but I've been fighting brobota that force range. Even so I like a very casual turn 1 and hope for an over eager opponent. If I have enough distance I like to set up my position for an alpha strike turn 2, then at turn 3 if we aren't shooting I push the distance with the formation and flankers I chose.
Turn 3
turn 1 or 2, but I like large ships with boost and cannons, so that may not be typical.
Most of my games start shooting in round 2, sometimes round 3. I've occasionally opened fire in round 1 with my Aggressors.
anywhere from round 1 to round 6 - usually round 2-3 for first shots. It can take longer - taking an action is often needless in those opening rounds before combat, but, often incredibly important.
Here are examples of pre-combat actions that matter.
Repositioning for pre-combat closing - Boost / Barrel Roll / Slam
(Note that Kyle Katarn can pass a focus action to Jake to allow this in the combat phase on a round without combat)
Evade tokens for comms relay.
Adv sensors focus on an e-wing with r5-p9 to allow for regeneration of a shield lost after flying over an asteroid.
Target Lock, Via St-321 or Long Range Scanners - to stack actions.
Focus actions with Moldy Crow Title
And of course - any focus / evade where the opponent may rush. When considering large and fast ships that can boost and barrel roll - it's quite possible for an opponent to force combat on a round in which you are not expecting combat to occur, so if you neglected actions and then are faced with a rush, those actions were indeed important.
As long as it takes to dictate engagement on my terms where I want. As a tie swarm player I prefer that to be round 2 but I'm not going to chase you and cut through the asteroids. I'll fly around until I can get arc in you without losing formation.
Turn 2 or 3 usually unless I'm flying generics then ill tend to drastically reposition to force the other guy out of position.
*Gonk* smash da beetles
It varies for me. Sometimes I'm right in there turn 2, but if I'm trying to dance around my opponent a bit, it can take until turn 5-6.
Depends. I normally open with a fortress when I play Brobots. I can have a shot turn one if my opponent sets up opposite me and goes forward far enough, or I can kick back and relax.
Depends. I normally open with a fortress when I play Brobots. I can have a shot turn one if my opponent sets up opposite me and goes forward far enough, or I can kick back and relax.
That's one fun thing about Glitter/Crack/FCS 'bots with IG88-C: "Hi, welcome to Round 1 combat, where I have Evade, perma-Focus, and a TL after flubbing my first attack*, what do you have?"
*And Autothrusters and you have no bonus agility against my HLC. Trololololololo.