1 hour ago, Astech said:So don't blame the dice - blame the reason you needed dice to win.
Exactly.
Yes, there are dice.
Yes, sometimes they will not co-operate.
Yes, occasionally there will be a game where you can genuinely say the dice screwed you over and nothing you could have done would make a difference - to put in perspective, during one event one of our best local players started counting how long it took for his green dice to do something useful. Across a couple of games, Dash Rendar rolled twenty-seven blank evade dice in a row, and I'm happy to accept that at that point you're allowed to write off your performance to 'a bad dice day'.
But ultimately it's a game of risk management. You need to decide how much you can leave to chance, and occasionally that'll backfire. One of my best examples of this was with my strikers; there's a trick where if you aileron over debris then reveal a green move, you end up unstressed. Obviously you need to risk rolling a red die, but it's a 1/8 chance. Worth it for a focused range 1 shot the other guy wasn't expecting, right?
Critical/Major Explosion/Blinded Pilot.
I could rage at that, but I chose to do it . Sometimes that's the breaks
But there's always something to be learned from any game.
Broadly speaking, the game consists of:
-
Squad Building
- Unlike some people on this forum seem to believe, you cannot win the game in squad building. But you can lose it there.
-
The goal is a squad with a nice balance of capabilities, or a squad specialising in a single party trick that you don't believe you'll see a dedicated counter to.
- Don't fall in love with your own cleverness in card combos and so on. You only have so much mental effort to spend during a game and generally the less you have to spend remembering all your triggers and options, the more you have to spend on figuring out your moves (and your opponents) a turn ahead.
- Actually having a plan with a 'poor' squad beats 'that list off the internet' almost every time
- Don't respond to a loss by changing your squad. Respond to repeated losses by changing your squad, by all means, but build up experience with a given ship or squad before dismissing it.
-
Deployment & Approach
-
Remember that placing obstacles is part of deployment and can win or lose a game just as much as deploying your ships.
- Does cover and movement restrictions benefit you or your opponent
- Where do you want the opening engagement to actually happen? Middle? Their corner? Your corner?
- Is debris or asteroids better for you?
- Remember that a different enemy squad archetype will want a different approach. You can change your squad's behaviour without changing one card of the squad itself.
- Always figure out who has to die first
- Don't try an over-complex plan. Your opponent is unlikely to comply, and more importantly you're not going to be able to keep it in your head. "Kill fenn first, even if it means flying past the Lothal Rebel whilst evading without engaging it" is a perfectly valid plan and probably about as complex as you want
-
Remember that placing obstacles is part of deployment and can win or lose a game just as much as deploying your ships.
-
Mid-game
- This is a tactics (rather than strategy) bit. The ability to improvise blocks, eyeball movement templates and guess enemy moves is more something that comes from experience than anything else in the game.
- Always see if you can force your opponent to do what you want rather than reacting to what they do. Blocking is the obvious one, but (for example) rather than chasing a turreted ship, you can always break a ship or two off your chasing group and send it ahead to 'cut him off at the pass.
-
End-Game
- Whilst this is still tactics, you should define the 'end-game you want to see' from the moment deployment begins and keep it in mind the whole time
-
Post-Mortem
- Yes, games can be lost through dice, but as noted, there's always something you did wrong. There may also be something you want to note for future use/exploitation/warning (in my first game against an accuracy corrector twin laser turret I figured out the awful effect it has on lightweight frame and such ships now have a massive bullseye floating over them!).
-
Keep playing
- This game has skills, and like every skill they atrophy without use. The more games you can get in a week or two with a single squad, the better.
- Do consider trying other squads as a 'learning experience' - an especially useful tool is playing an evening with a variety of different squads against your 'default' squad. Trying to figure out how to take down your own squad of choice with other squads is a very good exercise.
Edited by Magnus Grendel