Is blocking more important than ever?

By Rinzler in a Tie, in X-Wing

*Blows dust off of Plano cases*

While I have been on an X-Wing hiatus, I haven't been out of touch and I watched a good bit of Regional streams recently. I'm happy to see so much diversity in the cut, but it seems the meta is still settling and a dominant list still hasn't been found (though the usual suspects still find themselves at top tables).

As if it ever lost it's value, I can't help but think that blocking has slipped under the radar as a really important mechanic. Obviously this is not lost on everyone - an Imperial player made the cut with a naked Academy Pilot (citation needed) that simply terrorized his opponents with blocks and pot shots. More so, with munitions, and to a lesser extent, bombs being stronger than ever, so much emphasis is being placed on range control and getting (or shedding) target locks. The natural disruption to both of these things is, of course, blocking (and Countermeasures). Is it worth discussing more?

When the Silencer was still unreleased I began musing about his wing-mate and came up with a list I called War Pigs, mainly designed to get lead with Oicunn and clean up with Kylo. I think now, having seen what is in the meta, this list would not be very successful, as Oicunn dies way too fast, but the danger he poses if you isolate an opponent's ship cannot be denied.

Kylo Ren (TIE Silencer) — TIE Silencer 35
Push the Limit 3
Advanced Sensors 3
Advanced Optics 2
Autothrusters 2
First Order Vanguard 2
Ship Total: 47
Captain Oicunn — VT-49 Decimator 42
Expert Handling 2
Intelligence Agent 1
Courier Droid 0
Inspiring Recruit 1
Engine Upgrade/Countermeasures 4/3
Dauntless 2
Ship Total: 52/51

Total: 99/98

Each faction has it's "Bumpmaster" if you will, but finding one with the constitution and damage output to survive a few rounds with Nym/Miranda will be difficult. Maybe it's more of a strategy with more versatile and defensive ships.
Anyway, cheers.

Blocking is extremely important if you plan on running numbers. It's an equaliser for 4-7 ship, average to low PS lists.

The competitive standard for some time has been 2-3 ship lists, which don't want to block quite as often - potentially losing 1/3 to 1/2 of your firepower isn't ideal, but it's not so much of a concern when you're running numbers. Especially if it allows you to set up modified range one shots on the blocked ship.

One big thing is that with Expertise giving automatic offencive focus, or K4 security Droids giving target locks just from performing a green maneuver, or Rey pilot being able to reroll blanks, or Rey crew storing up a focus bank prior to any engagement, the art of the bump has lost some of it's impact on dice modifications.

20 minutes ago, FTS Gecko said:

Blocking is extremely important if you plan on running numbers. It's an equaliser for 4-7 ship, average to low PS lists.

The competitive standard for some time has been 2-3 ship lists, which don't want to block quite as often - potentially losing 1/3 to 1/2 of your firepower isn't ideal, but it's not so much of a concern when you're running numbers. Especially if it allows you to set up modified range one shots on the blocked ship.

I'd love to see swarms return - RE: everyone calling for a Tie Fighter title.
But you're exactly right. Losing even one ship's offensive presence can lose you games quick. I tried to circumvent that by using Oicunn (bump for autodamage) and the title (barrel roll or boost after bumping) to ensure you still get to shoot.
Otherwise, disengaging, i.e. not shooting, is very risky.

3 minutes ago, bgrelle said:

One big thing is that with Expertise giving automatic offencive focus, or K4 security Droids giving target locks just from performing a green maneuver, or Rey pilot being able to reroll blanks, or Rey crew storing up a focus bank prior to any engagement, the art of the bump has lost some of it's impact on dice modifications.

You're exactly right. Fire with fire seems to be the only way combat mechanics like this, which leaves little room for creative list building. My list does not put out enough damage to compensate for these..

1 hour ago, Rinzler in a Tie said:

*Blows dust off of Plano cases*

Kylo Ren (TIE Silencer) — TIE Silencer 35
Push the Limit 3
Advanced Sensors 3
Advanced Optics 2
Autothrusters 2
First Order Vanguard 2
Ship Total: 47
Captain Oicunn — VT-49 Decimator 42
Expert Handling 2
Intelligence Agent 1
Courier Droid 0
Inspiring Recruit 1
Engine Upgrade/Countermeasures 4/3
Dauntless 2
Ship Total: 52/51

Total: 99/98

I don't play much anymore, so my plano cases are a bit dusty too. But if I played, this would be fun to try :)

Not really because just like stress there has been a bit of mitigation. Sure if you rely on actions and have not build to face blocking then yes it could ruin you. But with things like collusion detector, advanced sensors, chopper and so on blocking no longer has the devastating effect that it use to have back in wave 3 where it could lock down a ship leaving it to the tender mercies of the TIE Swarm.

However with more point blank attacks and attacks in activation phase you can still work blocking into your build, but it works more like a gimick. However some gimicks happen to work very well, take snap-juke-greens for example.

Agreed. Blocking by itself isn't that useful, but it is a nice tool to have, especially if you have another way of capitalising on it.

It's nowhere near as lethal as it was - but then I guess the primary culprits you always needed to block have also gone away a bit - the Push The Limit/Stealth/Autothruster TIE interceptor was essentially invulnerable if it got its actions and came apart like tissue paper if blocked, for example.

At the same time a lot of the worst culprits (massed Attani Mindlink, TIE/x7) have been reduced in their potential a bit. K4/Expertise still remains annoying, but even that could be worse now the Jumpmaster can't also equip an astromech to further slather its dial in green paint.

It's not just tokens, though. Blocking is also key for getting arcs of fire concentrated - if you let a ship complete it's manoeuvre then boost or barrel roll (especially if it's a large ship) it'll probably jink out of arc of fire of 1/4 to 1/2 of your squad. Sacrificing one attacker to force that target to park at range 1-2 of everyone and bloody stay there can be game-winning, even if the target still gets actions.

If you can block a red move and leave the target stressed and going the wrong way, that's also amazing. Of course, Jumpmasters have that white segnor's loop, defenders their white K-turn, and Rey/Kanan her functionally stress-less pivot move, so it doesn't actually happen that often.

Edited by Magnus Grendel