Flight School quiz! What move would you do?

By Quarrel, in X-Wing

You are the Rebel player controlling a Rookie Pilot X-wing against two Academy TIEs in the following scenario:

aaYhxhy.gif

It's currently the Planning Phase. You put some damage on the lead Academy TIE last turn and want to shoot at it again this turn.

A. What maneuver(s) can you plot that's most likely to let you do that?

B. If it isn't possible, what maneuver should you plot instead?

4K. Blow their mind!

Question: Who has initiative?

Well... they'd either K-Turn or bank into you if they're being offensive. That's up in the air. If they 3-bank, a 1-forward will probably bump. If they 2 turn, a 1 forward could work. If they k-turn, a 1-forward will land you solidly in the lead TIEs arc. 1-forward is probably not the move you want to make, because of the 3 offensive maneuvers the academies could do, only 1 of them will end well for you.

What i would do, then, is probably 3 hard to the left, grab a target lock on the TIE you want to shoot at, then K-turn next turn. If they bank into you, you run right past them and they can't hit you, and you get a free TL. If they K-Turn, theres a good chance you'll be well into range 3 and probably out of range of one, and can TL to your content without fear of major damage.

An immediate k-turn could also work, but in that case you're more likely to get the most advantageous shot on the rear TIE, and it'll all be unmodified.

Simply put, this is a very awkward situation to be in, and the faster you can renegotiate the engagement on your terms, the better.

Edited by Razgriz25thinf

I'm torn between 4K and 1 bank left

Question: Who has initiative?

I'm torn between 4K and 1 bank left

1 bank left has no advantageous results. you're turning away from the TIEs and every single offensive maneuver they make(2 bank, 3 bank, K-turn) will land you in their arcs with neither of them in yours. 1-speed maneuvers are not a good decision in this engagement.

K-Turn is the better of the two options, but ultimately not a great decision in and of itself. Not only is your shot going to be unmodified, but once they K-turn themselves, or if they K-Turned this turn, it's the exact same scenario starting over again, except this time you're stressed. And, the target you want to shoot will be at range 3, where your unmodded shot will not touch them. Their 2 unmodded attacks that turn have a higher chance of damaging you than you damaging them. K-Turning immediately is not particularly advantageous. The best solution is to run away and remake the engagement with Target lock preparation so you can down one immediately upon returning.

Edited by Razgriz25thinf

Fairly standard situation.

TIE A is going to try to block a 1 or 2 straight with either a 4 straight + barrel roll, or just a 3 bank to the right.

TIE B will want to block the possibility of a 4k, so will want to do a 2 straight.

The TIE fighters could also k-turn, but that's risky since if the x-wing just does a 1 straight (very probable!) then the TIEs are in really bad positions!

So with all that in mind, the rookie could do a 3 straight to jump over TIE A's block and maybe get a range 1 shot onto TIE B (or maybe bump into TIE B). But that's just okay, not great.

Best move for Rookie is to 3 hard turn left (or right) to grab a target lock. This allows rookie to k-turn and have modified dice next turn and puts him in good positioning while the TIE fighters are forced to joust again...

Edited by blade_mercurial

You are the Rebel player controlling a Rookie Pilot X-wing against two Academy TIEs in the following scenario: aaYhxhy.gif It's currently the Planning Phase. You put some damage on the lead Academy TIE last turn and want to shoot at it again this turn.A. What maneuver(s) can you plot that's most likely to let you do that?B. If it isn't possible, what maneuver should you plot instead?

I'm having a hard time visualizing it, but one straight. Those TIEs either have to move forward or peel off, either way it benefits me.

4k is way too risky. You can always do that next turn.

I don't really see any other options besides for maybe a 2 straight. Maybe do a 4 straight, hope you don't bump and they overshoot you, and then you get a freebie target lock. One straight seems the best though.

I'm torn between 4K and 1 bank left

1 bank left has no advantageous results. you're turning away from the TIEs and every single offensive maneuver they make(2 bank, 3 bank, K-turn) will land you in their arcs with neither of them in yours. 1-speed maneuvers are not a good decision in this engagement.

K-Turn is the better of the two options, but ultimately not a great decision in and of itself. Not only is your shot going to be unmodified, but once they K-turn themselves, or if they K-Turned this turn, it's the exact same scenario starting over again, except this time you're stressed. And, the target you want to shoot will be at range 3, where your unmodded shot will not touch them. Their 2 unmodded attacks that turn have a higher chance of damaging you than you damaging them. K-Turning immediately is not particularly advantageous. The best solution is to run away and remake the engagement with Target lock preparation so you can down one immediately upon returning.

Question: Who has initiative?

Let's say you do. (I don't believe it matters. The ships have different Pilot Skills.)

Sorry, you're right. Rookie is PS 2. Initiative is irrelevant.

I'd roll in slow with a 1 forward. Likely bump one, but should catch the second in arc.

Based on my play style, I would probably K-turn.

K-turn will likely bump the trailing TIE.The lead TIE has the option to K-turn, but will more likely go straight. I'd probably just go 1 straight. I either bump one TIE, which means I'm only taking one shot, or I don't bump, and hopefully manage to bring down the damaged one. Either way, I'm happy.

I wouldn't K-turn. The leading Academy can block the k-turn with a 1 turn right, leaving you stressed and set-up for a range 1 shot of the other TIE.

I would probably 3 turn right (likely to land you out of both arcs, grab a target lock and k-turn next round for another go.

1 forward

1 forward or k turn

I'm in the camp of turning right and grabbing a target lock. The way the TIEs are positioned, they either go straight, or turn/bank towards the X-wing. Either way, the 3-turn to starboard will probably get you a target lock without taking any return fire.

If I were Imperial, I would probably 4-K with the lead TIE fighter and straight 2 with the rear TIE. If I'm feeling very confident in my opponent's play style, I might turn 1 with the rear TIE to bump and stay in position, which hopefully gets the X-wing sandwiched between my TIEs.

Here's my take on this situation. Yours may vary.

Academy A has several movement options that will either arc-dodge or cause a collision if the X-wing does anything except k-turn, including its own 4-straight and 4-k and several variations of a 3-bank-or-3-turn plus barrel roll.

And Academy B has many ways to block the Rookie's k-turn opening. The 2-straight is the most basic one, but also the 3-straight and a few curve-plus-BR combos.

Conclusion: The Rookie shouldn't expect to shoot Academy A next turn.

Exactly what it should do instead is a bit of a guessing game.

Academy A is probably going to 4-k. It takes an expert eye to judge a distance like this, but this move will go just far enough to edge past the X-wing's firing arc if it slow-rolls a 1. A 4-k is also the only TIE move with a nonzero chance of achieving an unanswered shot at the X-wing this turn.

Academy B is less surefire. 2-straight is arguably its best move. This lets it focus up and cover all possible X-wing moves except 3-turn left. If it wants to cover that move but still block the k-turn, it can 2-bank right + BR left, but then it won't have a focus and will be more of a target if the Rookie goes straight'n'slow (plus the Rookie's 3-turn RIGHT will be clear then -- it's going to have one or the other).

So good options for the Rookie look like:

UPDATE: edited #1

  • 1-straight, then focus (if it wants to shoot Academy B)
  • 3-turn left OR right (hopefully outfoxing Academy B), then TL Academy A in preparation for a k-turn next round.
Edited by Quarrel

The obvious (and as such blocked) moves are

1-forward (also known as Champion maneuver)

1-bank to the right

2-forward

4-koiogran

as such, they have enough room to block all four and will get a shot in 3 of the situations (and in fourth you get stressed and X-wing is a flying cork in terms of greens)

so you do a bank-3 to the left.

IF you're free, grab dat TL and prepare for 4-k the next round.

C: Flip table then start a forum thread on 'X-Wing fixes' or how 'my green dice hate me'.

How many shields/hull does the X-Wing have? If it's fully healthy a 1-straight is fine. It may bump one of the TIEs but it may also allow a shot on one of them and if you bump one you can take a shot from the other without too much danger, especially if it's the one that k-turned.

A 3-hard away to grab a target lock and k-turn after might work but that leaves you vulnerable to taking a pair of modified shots from the TIEs the turn you k-turn and makes you predictable the turn after that as well.

I wouldn't k-turn. It's too risky. It's easily blocked by the trailing TIE but also opens you up to potentially taking shots from a pair of TIEs with no tokens for either of you which isn't ideal.

I would disengage and come back around.

You essentially have three options:

  • Advance slowly and hope to get a shot
  • Advance quickly
  • K-Turn and hope to drop in behind them
  • Turn away, pick up a target lock and come back in next turn

The TIE fighters have a minimum of speed 2. That means that unless they pull speed 1 turns looking to block me, the back guy is going to be somewhere at the range 2-3 boundary, whilst the front guy could be anywhere from range 2 to right in my face. Since he's damaged, he'll be trying to block me because that leaves him safe for a turn and forces me to shoot the other guy.

Advancing slowly with the TIE fighters moving first will probably get me blocked. In a short-range match between a TIE fighter with a focus token and an X-wing without one, I'll probably come off best, but I'll take more damage than I'd like, and splitting shots between enemies is an easy way to lose ground in a game.

Advancing quickly.... I don't see any possible value. Whether they've K-turned or not, they will be behind me or blocking me so either way I won't get a shot, and may end up with 2 range 1 shots on me.

K-turn - unmodified shot against a TIE fighter with a focus token is a losing game. Getting a shot is better than not getting a shot, but the odds are stacked against me, and unless I've got an R2 on board, I'm bloody predictable next turn.

So....I wouldn't have thought of it (not used to using fighters with Target Lock) but the suggestion of a Hard 3 turn and picking up a Target lock is not a bad one. I'd agree with turning left - if TIE fighter B tries to block the K-turn, he'll have to make a left turn, so will have to K-turn to get pointed at me again.

1-Forward, next round, K-Turn.

I'd K-turn the front tie myself, and block the K-turn of the T65 with my second tie.

Knowing that I would do a 1 forward with my T65