
The old orthodoxy on X-Wing's metagame is that it had three "pillars" that formed a rock paper scissors trichotomy: The Jouster, which defeats the Turret with a superior statline for point cost, the Turret, which defeats the Arc-Dodger by being very difficult or impossible to dodge, and the Arc-Dodger which dances outside of the Jouster's arc and thus doesn't get shot.
In that orthodoxy every ship fits into one of those categories: X-wings, B-wings and TIE fighters are jousters, TIE interceptors and TIE phantoms are arc-dodgers and turrets are turrets.
In recent waves the Jouster has had a crisis of identity. Is it a ship with poor maneuverability but a ton of health or just any ship that can't reposition? The concept itself has been questioned: is it good to design ships that just fly straight at the opponent, roll dice, K-turn repeatedly and blow up? What makes for a good jouster? Is it just hit points and firepower? Some people have gone off the term all together, dismissing it as mostly meaningless in the present state of the game.
I've always found this subject interesting and I've made a lot of posts on it over the years attempting to pin down what are nowadays quite loosely defined archetypes. About half a year ago I came to the conclusion that the Turret is not a pillar unto itself: it jousts arc-dodgers and arc-dodges jousters. I recently attempted to define them in terms of targeting priority and discovered Jouster and Arc-Dodger are no longer an inherent trait of a ship and instead are roles in a matchup. That doesn't seem to make sense at first, but when you define the two terms it becomes clearer.
Take a situation where two ships are fighting one another. After the activation phase is complete there are four possible results.
1. Arc Dodge: You have the enemy ship in arc and the enemy ship does not have you in arc.
2. Joust: You have the enemy ship in arc and the enemy ship has you in arc. This is a joust.
3. No Shots: Neither you nor the enemy ship have each other in arc.
4. Arc Dodged: The enemy ship has you in arc but you don't have it in arc.
How do you rank these outcomes from best to worse?
The first and last are easy: number one is the most desirable and number 4 the least for any ship that doesn't have a gimmick. But how do you order 2 and 3? If you're an arc-dodger then it's 1-3-2-4. A jouster would say 1-2-3-4.
If you go by this, these are the defintions of Jouster and Arc Dodger.
- An arc dodger is a ship that prefers no fire to mutual fire.
- A jouster is a ship that prefers mutual fire to no fire.
A critical point to remember here is that given the choice between Joust and Arc Dodge a Jouster will arc dodge. Option 1 is still the best situation. The distinction is whether the ship chooses 3, no fire, over the mutual fire of situation 2.
At this point some of you will be thinking this definition is wrong: there are situations where the TIE interceptor, an arc-dodger, wants to trade fire. To follow this line of thinking you'll need to temporarily abandon the notion that a ship is inherently either. If a TIE interceptor wants to trade fire then it has become a jouster. Anything can be either an arc-dodger or jouster in the right situation and a ship can change between the two during a match based on changing conditions.
If arc-dodger and jouster describe positioning priorities then whether a ship is an arc-dodger or a jouster depends on its opponent/s. Take a balanced fight between a mid PS Adv Sensor B-wing fighting a PTL TIE interceptor. The B-wing has a 3/1/3/5 statline and the TIE interceptor has a 3/3/3/0 statline. If the two ships both behave as jousters and fly right into each other's jaws the TIE interceptor is likely going to lose. This means it doesn't want to trade fire: it'd rather have no shot and wait for its chance to fire without retaliation than enter a joust it can't win.
The B-wing consequently wants to trade fire. Firing on the interceptor with no return shot is still better, but given the choice between a mutual shot and no shot it'll take the mutual because it knows the TIE interceptor has the positioning advantage and will likely get more shots if both try to be arc-dodgers.
Now pit that mid-PS AdvSen B-wing against a YV-666. The YV has the statline advantage now so if they trade fire every turn the B-wing is going to lose. The B-wing now needs to maximise its shots with no return fire and has become the arc-dodger.
If you're unlikely to win a joust then your priority is 1-3-2-4 and you're an arc dodger. If you're likely to win a joust then your priority is 1-2-3-4 and you're a jouster.
Throw in more ships and it gets a little more complex but still works. Take our mid PS AdvSen B-wing and put it against three TIE fighters. Treated as a single unit the TIEs have the advantage in a joust and the B-wing becomes the arc dodger. It doesn't have to dodge them all however: the B-wing has the statline advantage versus one TIE fighter and can joust it. By recognising which ship has the advantage in a joust you can identify which ships have to arc dodge and which ships want to joust.
In a fair fight between two ships that haven't spent points on gimmicks (sorry bombs, but for the purposes of this you count as a gimmick) one ship will have a positioning advantage and one will have a statline advantage. The ship with the positioning advantage wants to arc-dodge because if it jousts it loses to the statline advantage of the enemy. The ship with the statline advantage wants to trade fire because if it doesn't it loses to the positioning advantage of the enemy.
But what about when it's not a fair fight?
Go back to the TIE interceptor versus B-wing from earlier. This time, the B-wing is badly damaged: it's clinging to life on one hull. It's now effectively a 3/1/1/0 against the interceptor's 3/3/3/0. Because of its damage it now has an inferior statline: it'll lose the joust against the interceptor. This reverses the roles: the interceptor has become the jouster and the B-wing the arc dodger. It's a god awful arc-dodger but it's still got to be an arc-dodger to win.
However, the interceptor has retained the positioning advantage: The interceptor is still going to dodge the B-wing's arc because, as I said before, arc dodging the best situation for both. The B-wing is forced to arc-dodge to win. It can't arc dodge reliably because the interceptor has the postional advantage and it almost certainly dies. To defeat the TIE interceptor the B-wing's allies will have to step in.
This fight isn't meant to be fair: that B-wing is damaged. However, this view of arc-dodging and jousting can also help with strategy and identifying balance problems.
Take T-65s versus PalpAces.
PalpAces turns Soontir Fel into a tank: his ability to shrug off damage is considered by some to be ridiculous. Take one of the T-65s versus the powered up Soontir Fel. The first thing to look at is the Joust as this is what defines the Arc Dodger and the Jouster in this matchup. The T-65 can't take on Powered Up Soontir in a joust: Soontir's crazy mitigation will win. This defines Soontir as the Jouster and the T-65 as the arc-dodger: to beat Soontir it has to arc-dodge him more than than Soontir can arc-dodge and joust it.
Soontir has both the positioning and statline advantage. To win the T-65 needs to gain one of those advantages: it either has make being an arc-dodger work or it has to become the jouster. Positioning advantage is a combination of dial, reposition actions, pilot skill, information advantage such as Intelligence Agent and player skill so it's hypothetically possible. The player skill difference for a T-65 to outfly Soontir is so big however that it hardly bears considering. Statline advantage is a combination of a ship's statline and dice modification abilities: to become the jouster you need to reduce that to the point where you have the jousting advantage. For Soontir that's usually action control: your main options are to stress him and block him. Killing Palpatine is another option. Finally, shooting at Soontir reduces his health and thus his statline advantage: problem is he's also shooting at you so your advantage is also decreasing.
If you've got both a statline and positioning disadvantage and no options or gimmicks (by which I mean any mechanic outside of basic combat) to gain either then it's an unfair matchup and both poor list building or game imbalance can cause that.
So to sum up, by viewing the arc-dodger and jouster as two sides of a matchup that invert during a game rather than an inherent property of a ship you can gain a lot of insights into both design and strategy. By understanding when you are an arc-dodger but unable to arc-dodge you can spot matchups that are going to go badly for you and adapt your tactics accordingly. I'm also keen for anyone who disagrees with this to point out situations where this doesn't work: I personally can't think of any and am eager to find fault with this approach so that I can refine it.
Edited by Blue Five