How Do You Approach the Enemy?

By Boba Rick, in X-Wing

Looking for some turn zero and turn one stuff! I read Paul Heaver's Turn Zero articles, which are great, but I'd like to hear from you guys.

How do you line up your ships and how do you approach the enemy?

It largely depends on your and your opponent squad composition, it's impossible to fix generale principles i guess...

This one is nigh impossible to answer without specifics on the squads. Palp aces approaching a torp jumpmaster list is different than it approaching a stresshog list is different than a swarm approaching either, etc.

All ahead full and darn the torpedoes! :D

Go to Youtube and look for battle reports and setup your opponent's fleet like they do and then figure out some opening moves (that's what I did, at least).

Hmmmm..... maybe by looking at a few examples we can pick out some basic principles.

If you were either side, how would you setup your ships and how would your opening/approach be?

TIE Swarm vs Torp Scouts

Palp Aces vs BBBZ

3 TIE Defenders vs Kannan/Biggs/Stresshog

Edited by Boba Rick

Move 1 forward. Always.

All ahead full and darn the torpedoes! :D

This is usually me, and it usually doesn't work.

But yeah, opening moves are VERY squad-specific. SOme people can get away with a blind full-speed charge. Some actively want to. Others want to slow-roll as much as possible to see if they can draw the enemy out or work out where they're going.

All ahead full and darn the torpedoes! :D

This is usually me, and it usually doesn't work.

But yeah, opening moves are VERY squad-specific. SOme people can get away with a blind full-speed charge. Some actively want to. Others want to slow-roll as much as possible to see if they can draw the enemy out or work out where they're going.

Hmmmm. So, I wonder if you could break squads down into basic groups, and then from there put in place different principles for approach? I'm new, trying to teach someone who is even newer than me here.

Jousters

Aces

Fat-Turrets

Swarms

Missile Boats

What other types of groups are there, and how should they approach each other?

Edited by Boba Rick

Hmmmm..... maybe by looking at a few examples we can pick out some basic principles.

If you were either side, how would you setup your ships and how would your opening/approach be?

TIE Swarm vs Torp Scouts

Palp Aces vs BBBZ

3 TIE Defenders vs Kannan/Biggs/Stresshog

There are different setups for each of these, and different strategies. However, they almost all boil down to one thing: Exploiting your opponents weakness when compared to your lists' greatness. For instance, in the BBBZ vs Palp aces, if I were Palp I'd setup the rocks as tight as possible, park Palp behind them, 0 stop Palp first turn to see where the swarm is going. Run the shuttle away while trying to get shots with my arcdodgers where they have none. 3BZ or 4BZ is all about focus firing, so their best bet to kill high agility is to focus them down with 3 or 4 shots. Your strength is arcdodging, so you will try and arcdodge better than your opponent can focus fire at range 1-2.

Same kinds of thoughts go through Swarms vs Torp scounts. Swarms want to setup a block if they have a PS1 or 2, then focus at range 1. If the swarm is a PS4+ crack swarm, you want to setup all range 1 shots without a block to take down a torp before it fires. Torps want to engage at range 3 because they get the range 3 defensive bonus while their targets do not. Kannan wants to protect Biggs while still getting massive shots on the defenders, the defenders want to spread out and flank biggs while turtling up the one Kanan has a shot on.

You've got it with the archetypes, but the specifics of the lists are what's lacking. It all comes with experience and table time. You also need to know which type of lists YOU prefer, and which ships you like to fly. If you are teaching a new player, I would strongly recommend building on the strengths THEY have, and those usually start with what ship they love to fly. Get them interested in that, and the rest will develop as more table time is put in.

Edit: I'm not really one for tie swarms. I never seem to have the capacity to keep them all in formation while covering different arcs. Their strength is in focus firing one target and blocking to stop actions if they have low PS. Last night I took the Howl/Crack, 3x Black Crack, and 3x Academy to a local night to try and figure it out. I figured out how to take out a decimator, but a tie popped each turn and Ryad finished off 4 by herself with no problem. I also went against Manaroo/FennRau/Old Teroch. I got in lots of blocks, but didn't kill anything because those ships with PTL and boosting kept arcdodging. I also figured out I shouldn't fly them in an asteroid field. So while its not "my style" of list, I gained some valuable experience on what that type of list likes to do. I can see that a well flown one (one that keeps the swarm together) is so powerful. I like aces, and if any ace is caught in an arc its goodnight time!

Edited by jonnyd

Badly.

It's a secret, but I'll give you a hint: it usually involves dials and templates ;)

It usually revolves around the bathroom - either as he's leaving (no one is as focused in that moment on an attack as they should be) or, preferably, while he's using the stall. A quick knee-kick and you have the next round in the bag (it's hard to focus on playing X-Wing when wearing wet pants).

It usually revolves around the bathroom - either as he's leaving (no one is as focused in that moment on an attack as they should be) or, preferably, while he's using the stall. A quick knee-kick and you have the next round in the bag (it's hard to focus on playing X-Wing when wearing wet pants).

Wait, wait, I think I misunderstood the point of this thread.

When in doubt, attack with resolve.

I find the squads I fly best have what I call a 'blockade runner', or to use normal terminology, a jouster that can stand up to enemy fire, and then another ship that is a classic arc dodger. I essentially use classic 'fire and movement' tactics, using the jouster to 'pin' the enemy (essentially the fire team), while the arc dodger gets on the flanks. I find the first couple of turns the most dangerous (for me, at least) when I am flying something like a Soontir, so I want something that flies straight into the enemy (depending on the situation, of course), and can still survive the encounter, leaving my arc dodger in prime position. Due to this philosophy, I tend to dial in the fastest maneuvers possible on turn one, to both force the enemy to deal with my jouster, and to quickly get my arc dodger on their flanks. It tends to work well for me.

Edit - My favorite squad atm is a PTL Ryad (jouster) with a standard Inquisitor, with Palp for backup.

Edited by SirCormac

So generically, I compare what he's running vs. what I'm running, where he would like to engage, and where I want him to engage. Often times I like to setup just within R2 of the edge, so I have a clean straight route if I choose to go that way, or I can cut it inwards to drag him across the rocks, or I can turn outboard to deny the flank (if he's setting up after me).

Since I also typically spread out my deployment, it makes the speed of the maneuvers easier to deal with - one of groups will have to go further to engage than the other, therefore that group will go fast, and the other will go slow (or stall somehow).

Move 1 forward. Always.

Someone clearly doesn't play with Ties

As a general rule of thumb, in this modern game of cat and mouse I find it best to take the initative (figuratively speaking) and force yourself on your opponent. So many squads nowadays want to prance around to get you into the right position. I would say being aggressive catches around 30-40% of players off guard in the current meta, which buys them on the back foot and allows you to then capatalise on this.

Obviously this is only really applicable in tourneys as in your local gaming group once you catch someone out once or twice they will clearly know what's coming

I wait till they go down a dark alley and sneak up from behind, never see me coming.

As a general rule of thumb, in this modern game of cat and mouse I find it best to take the initative (figuratively speaking) and force yourself on your opponent. So many squads nowadays want to prance around to get you into the right position. I would say being aggressive catches around 30-40% of players off guard in the current meta, which buys them on the back foot and allows you to then capatalise on this.

Obviously this is only really applicable in tourneys as in your local gaming group once you catch someone out once or twice they will clearly know what's coming

I'd second this, but once again pick your moments VERY carefully. I have surprised much better players than I by slamming full steam into their meticulous formation with a slightly unique list...and then had a much harder time of it after the cut. Or just sink myself by being aggressive with the wrong list (U Boats, etc).

In general, I guess the principal is to lure your opponent into a situation where some of their force is isolated by a full maneuver and range from the others, and then try to heap as much damage on one element or the other with as possible. Exploit large ship bases or traditional ideas of engagement to create a situation where your formation goes from cautious approach to focused, enfilated fire before they can bring theirs around.

Or something. I ain't no Moff.

All ahead full and darn the torpedoes! :D

Do your torpedoes have holes in the toes?

5 forward.

Audentes Fortuna Ivat.

If your ship doesn't have 5 forward then pick different ships.

1 straight round one followed by a k turn round 2 with kath

X7 Defenders: "WOOOOOOOOOOOOOOOOOO! FULL SPEED AHEAD!!!!!"

Phantoms: "No, I insist, you come through the asteroids."

TIE Swarm: "WOOOOOOOOOOOOOOOO-" *crashes into asteroids*