How Do You Approach the Enemy?

By Boba Rick, in X-Wing

Not too fast, not too slow, fast enough to be aggressive and keep the pressure on the opponent and cautious enough to react to situations that the opponent might cause.

tl;dr - Two-ship non-Dengaroo lists, in my experience, work best when they slow-play into a pincer. If they can, they easily control the battlefield.

In general, I'm terrible at turn-0 and turn-1 play. However, I have found my niche with two-large-ship lists, Bossk/Kath in particular.

If you're flying a similar two-ship list (that isn't Dengaroo), pincer . Pincer all day. Get your opponent flanked by one or more of your big guns, especially if you have a turret or auxiliary firing arc. But plan for it; force the opponent to commit in a way that will put them exactly where you want them. Usually, that involves slow-play in some capacity. You can keep everything back and see where your opponent is committing. Or, you can pull a bait-and-switch, especially if you're familiar with your opponent's flying styles or his/her list.

Here's one example and why it works for me: my favorite list right now involves Bossk (VI, Concussion Missiles, Chips, Inertial Dampeners, Dengar, Zuckuss, 4-LOM) and Kath Scarlet (VI, EU, K4 Security Droid, Glitterstim, Thermal Detonators). Some of you may have seen me babble on about it. It's in my signature, after all. Not the point. Moving on.

I typically set them up in the opposite corner of what I'm facing, or, at least, I pick a primary target and line up in the corner as far from them as possible. Kath is all the way in the corner, facing straight down the board, and Bossk is perpendicular to her, facing the center. For 11 games now, Bossk's first two moves have been stop and 1-bank. That pretty much ensures you won't be shot at until the third round of combat, and, with that big fat firing arc and your need to stay back for Concussion Missiles, allows you to be really flexible with your third move. Kath, meanwhile, basically does whatever she can to stay out of range until round 3. With her Engine Upgrade, she has a lot of flexibility and board coverage. She can slow-play it with tight 2-turns or 1-speed moves, and choose whether to boost to gain flexibility, or just gun it with a 4-straight + boost, and everything in between. If I can, I try to keep as close to the neutral edge of the board as possible before turning in (the bank-boost then can position you really well to get through the asteroids). The idea is to force your opponent to end up between your two ships, ideally inside the obstacle field. If you carefully plan your maneuvers, you can lure your opponent into the rocks and safely skate through them yourself. Granted, the large bases don't like that too much, but if you plan ahead enough, you can skate around them pretty easily. At least, I've been able to so far. And even if you have no choice but to run across one or two, you can still bring debris to mitigate that risk and, thus, still shoot from them, or hopefully you'll have wiped something out in the opening round.