1 forward here as well.
Flight School quiz! What move would you do?
The 4K is a big nope: you risk to get blocked by B and shot by A without having a target for yourself and setting you up for an awful following turn since you will be stressed.
It's either 1 straight to shoot B or 3 hard to get a target lock while hoping to be out of arc of both TIEs.
Both are risky: 1 straight might set you up to a bad following turn, because if A did a koio, it could potentially screw your own koio (but I have hard time judging distance from that image, so it might not be the case.
3 hard might give one if not both the TIEs a free shooting turn on you
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.
Actually 4K for academy would be a terrible mistake. Its possible to tell that the 4K-turn will not go far enough to allow a shot on the rookie (assuming he does a 1 straight) because:
A 4k-turn = 5 base lengths.
Range 2 = 5 base lengths.
The current range between the ships is at least 6 base lengths since the firing arc shows us the two ships are well into range 3 a part.
Know your distances and the decision becomes easier ![]()
However, Rookie doing a 1 straight here is the 'obvious' move and can be countered. Not just in this turn, but in the next. You see, its always good to think 2 moves ahead. If the Rookie does a 1 straight here, he not only gets blocked by TIE A, but next turn, TIE B can use a hard 1 + barrel roll to block Rookie's subsequent K-turn. In which case Rookie is F*cked (stressed with enemy behind). Doing a 1 straight is playing right into the TIE player's hands and therefore is a bad move. It might not leave rookie too bad off in the immediate turn, but the subsequent turns will clearly favour the TIE Fighters.
Much smarter to disengage, grab a target lock and fight a joust on the x-wings terms. This is why so many people think the x-wing sucks----they fly right into opponent traps and then complain the ship needs a fix (although to be honest, it does kinda need a fix
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Those TIEs are going to move first. This is a bad spot for the X-wing to have engaged the TIES as it looks like it is in the middle of the play field and there are no asteroids. The TIES can easily out maneuver the X-wing here.
A stress maneuver (like a K turn) is the wrong call for the X-wing (IMHO). It will leave it without a token for offense or defense and two TIEs are going to return fire and possibly at R1. If you decide to disengage and reset, the 3 bank left is your best option. This does not guarantee evasion though as the X-wing cannot move post dial (yet). Because of this, I find evading to be high risk, little reward.
That leaves the X-wing with a 1 forward or 1 bank right. The safest option is the 1 bank right. If the TIES also bank (or turn) right this will result in a round of zero fire. If they K-turn, they are stressed and have no target. A 2 straight (tough to tell from a digital image) might give them a shot on the X-wing, but only after using their action to barrel roll.
My advice when picking dial maneuvers it to always pick the option that carries the least amount of risk and the highest reward. Bring guns to bare often as offense wins games of X-wing. Only disengage and flee if there is no alternative and/or there is a move available to you that guarantees evasion. Getting shot and not being able to shoot back is how you loose games of X-wing.
K-turn is what I would do if my opponent was new or not that good. If I was playing an experienced player, I would 1 forward.
1 forward for sure. The worst outcome that seems likely from that is getting blocked by tie a and trading r2 shots with tie b. You are not likely to be punished barring crazy dice and you actually get a shot this turn since it doesn't seem possible for tie b to escape the arc that a 1 straight creates.
Any tie fighter pilot worth his salt is going to block the K turn with the trailing Tie and block the 1 and 2 straight with the front tie. 3 forward would give you a focused shot on B or you’re blocked and no one shoots. As long as you are trading shot for shot, you have a shot at winning. Honestly though, these ties will turn it into a turning war quick and then the X-wing is screwed.
I am still comfortable with my 1 Forward decision.
But........ What about throwing in a left Talon Roll?
Just out of curiosity,
Is there going to be any formal response/closure to this discussion or is it purely a subjective exercise?
Is there going to be any formal response/closure to this discussion or is it purely a subjective exercise?
I think this post has taught me to think more than 1 move ahead. Taking the right hard and banking a target lock, so you can come back from an advantageous position seems like the better move. I keep wanting to guarantee my shot every turn instead of waiting for better setups.
I am still comfortable with my 1 Forward decision.
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But........ What about throwing in a left Talon Roll?
Just out of curiosity,
Is there going to be any formal response/closure to this discussion or is it purely a subjective exercise?
That would be hard, considering the T-65 doesn't have a Tallon Roll ![]()
Now....if I were the Tie Fighters.......well....I'm not used to Vassal and it's hard to gauge the distances, but:
Damaged Tie Fighter would go either 4 or 5 forward and then Barrel Roll into a blocking position for what I would expect to be the 1 or 2 forward. That gets me where I can't be shot and it denies him an action.
Other Tie Fighter would go 3 forward and Focus. I wouldn't want to be in R1, but I'd want to be close.
see i am loking at this like an imperial player. I would 4 forward with Tie A and barrel roll right and back. this would block the 1 forward. Tie B would 1 turn right and barrel roll left and back. this does not block the 3 forward but it does block 4k and is in position if he does a 3 left turn. That is a gamble I am willing to take.
Friendly: 2 forward. Target lock trail TIE ( if he has no focus); Focus (if Trail TIE has Focus).
Enemy: MPCOA- lead TIE 3 bank right, barrel roll; Trail TIE 2 forward, barrel roll (both attempt to block obvious X-wing choices)
MDCOA- Lead TIE 4 K, stress; Trail TIE 2 forward, focus. (Both attempt shots on the X by allowing it to K-turn).
The range indicated helps determine my course of action since the chance of getting an action and a range 1 shot on the trail TIE is better than taking the one straight and accepting the bump 100% from the lead TIE. The ability to set up a K-turn as the next maneuver becomes necessary to think about too.
The lead TIE will probably attempt the block using the 3 bank right with some help from barrel roll and the trail TIE will more than likely 2 strait to block the X-wing's K-turn.
Or
You are flying against someone who is not trying to block the X-wing and wants to take two shots on what they believe will be a stressed X-wing. Lead TIE doing 4-K and the trail doing 2 straight with a focus would be the most offensive maneuvers the TIEs could do since they can guarantee two shots as their low pilot skills allow them to determine if they will attempt the block or not.
4K. Blow their mind!
Aircraft 1 performs a split S, comes over the top for the kill with. Missle shot.
Edited by Bigulf1 bank right?
3 bank left seems better actually.
Edited by ToenailAircraft 1 performs a split S, comes over the top for the kill with. Missle shot.
"Aircraft 1 performs a split S? That's the last thing you should do..."
Three speed turn right, target lock, come back later with TL+focus.