So, I've been playing X-Wing for a while. It took me longer than most to stop blaming/thanking dice for match results, and I've started to understand some basic tactics. I'm actually not bad in the mid-to-late game once the ships have already had the initial clash, assuming I haven't already lost too many of my own ships. I prefer to fly four ship Rebels due to the increase in durability, less reliance on green dice, and the flexibility of having additional ships.
The approach plan however is something I'm still struggling with and typically I'm losing my games in the first few turns. Jousters, such as X-Wings, Scum K-fighters are at a disadvantage on approach. You need to line up right to make sure you put the battle where it needs to be, because the lack of repositioning and a more limited dial means course corrections are very difficult and if you miss your moment you won't get another chance.
Against aces , I tend to do a lose formation to cover multiple arcs. I'm pretty successful here.
Against two ship lists , straight on joust if my opponent will let me. I'm noticing a trend with turrets though that turrets chew me up after we pass and I'm unable to return fire. I'm thinking two ship pairs, slightly separated might work better here, so that as one flight passes the targets, the second flight is able to swing on the enemy's tail.
Alpha strike lists ... meh... still working on this one. Range control, sure... but there has to be something more. I'm terrible at reading people! Trying to lead my opponent through rocks only goes so far... Less maneuverable fighters still can't turn around fast enough if my opponent does something unexpected.
Other Jousting lists ... This depends largely on whether I've got more firepower than my opponent. Obviously, if I've got the numbers, just go straight in... but this also could be a flaw... maneuverability and repositioning for another pass is a bit of an issue!
Anybody for armchair theory on tactics and strategies? What do you do?