https://www.fantasyflightgames.com/en/news/2018/9/4/flight-academy-the-rule-of-11/
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https://www.fantasyflightgames.com/en/news/2018/9/4/flight-academy-the-rule-of-11/
Actually, it goes to 14.
Rule #647 for mastering X-wing: never set up square to the board. Set up on a 45, or even better, a 22.5 degree angle, because it throws off your opponent's ability to do rule of 11/14.
Edited by Hawkstrike58 minutes ago, Hawkstrike said:Actually, it goes to 14.
Rule #647 for mastering X-wing: never set up square to the board. Set up on a 4, or even better, a 22.5 degree angle, because it throws off your opponent's ability to do rule of 11/14.
Yeah, I’ve never understood the obsession in this game for “the rule of 11”. There are so many variables that can throw it off, wasting time calculating it just means you’re paying less attention to what is actually on the board.
1 hour ago, Hawkstrike said:Actually, it goes to 14.
Rule #647 for mastering X-wing: never set up square to the board. Set up on a 45, or even better, a 22.5 degree angle, because it throws off your opponent's ability to do rule of 11/14.
It's also amazing on Kylo. But now with Soontir needing bullseye to proc his ability, I have been finding the 23 degree angle I favor to be tricky to work with against speedy, small, opponents.
3 hours ago, Hawkstrike said:Rule #647 for mastering X-wing: never set up square to the board.
I thought it was to never, ever get into a space war in Asia.
Edited by Darth Meanie8 hours ago, Darth Meanie said:I thought it was to never, ever get into a space war in Asia.
That's rule number #1. And only slightly less known, #2: never go up against a Sith when death is on the line.
8 minutes ago, Hawkstrike said:That's rule number #1. And only slightly less known, #2: never go up against a Sith when death is on the line.
My name is Darth Vader. I am your father. Prepare to die!
11 hours ago, Forgottenlore said:Yeah, I’ve never understood the obsession in this game for “the rule of 11”. There are so many variables that can throw it off, wasting time calculating it just means you’re paying less attention to what is actually on the board.
I've played with Tie Bombers a lot and it's quite important for specific things.
Also, Tie Punisher has a Boost and TL move that can really get you far.
11 hours ago, Forgottenlore said:Yeah, I’ve never understood the obsession in this game for “the rule of 11”. There are so many variables that can throw it off, wasting time calculating it just means you’re paying less attention to what is actually on the board.
I don't think it's intended to be an exact science or anything, it's just extra information that helps you decide between a speed 3 and speed 4 maneuever, for example.
The variance in distance that would be caused by starting at an angle and banking, or not starting exactly the front or rear of the deployment zone is small compared with the distance between different maneuver templates or the length of each range band.
It doesn't matter if they end up at range 3 at the far end of the range maneuver, or right next to the range 2 band. End of the day, they're still range 3.
You can see it yourself really easily. Put two small bases down, one square and one at 45 degrees with the leading corner of the angled ship at about the same point as the leading edge of the square ship. Have the angled ship do a three bank and the square ship do a three straight.
You'll see they end up at essentially the exact same point.
Try it with a weird, halfway angle and you'll see a little more difference in ending position, but if that difference ends up being enough to make one in range 3 of another ship and the other not, you were playing with pretty fine margins anyway.
It's a really solid rule for helping you guess the expected range to a target after a given move, when such things and the order in which they happen matter. If they're moving first, and you both want to target lock the other then it really helps you gauge how much you need to slow roll by such that they make a move where they're out of range and you make one after such that you're in.
Keeping it in mind also helps you map 'zones' on the board over time in your head (where engagements are likely to happen, what sort of difference in lateral distance makes an impact on range and when) as you've now got loose numbers to associate it with, and I found it really helps me remember the effect that the ship's own base length has on relative distances.
12 hours ago, Forgottenlore said:Yeah, I’ve never understood the obsession in this game for “the rule of 11”. There are so many variables that can throw it off, wasting time calculating it just means you’re paying less attention to what is actually on the board.
Back in the days of triple jump torp boats it won or lost you the game. Same thing with high PS alpha strikes. Against players without the experience to gage distances on the fly its still amazing. Even in the middle of a battle you can use the rocks as your "reset points". Just practice a little with it and a range ruler! Then set the rocks at known distances (to you, not necessarily to the opponent). Voila!
13 hours ago, FTS Gecko said:My name is Darth Vader. I am your father. Prepare to die!
Stop saying that!
23 hours ago, Darth Meanie said:I thought it was to never, ever get into a space war in Asia.
15 hours ago, FTS Gecko said:My name is Darth Vader. I am your father. Prepare to die!
This topic appears to have been hijacked.
By the Dread Pirate Roberts?
It just so happens that this topic here is only MOSTLY hijacked.
So can I just bring any Christopher Guest movie into this thread?
I think it's great that FFG is putting out articles like this to give newer players a chance to start on slightly more even terms with the old 1st edition salts.
Bonus points for anyone that give the full name of the six-fingered man without looking it up.
3 minutes ago, gamblertuba said:I think it's great that FFG is putting out articles like this to give newer players a chance to start on slightly more even terms with the old 1st edition salts.
Bonus points for anyone that give the full name of the six-fingered man without looking it up.
Count Rugen.
50 minutes ago, Frimmel said:Count Rugen.
Full name. It's the first name that you miss.
14 minutes ago, gamblertuba said:Full name. It's the first name that you miss.
You're right. It's only said once isn't it? When he's going down to start Westley on the machine? Humperdink says it. "I love to watch you work, but I've got a wedding to plan.." I should so know that.
It's something erudite. And now I have to Google it...
Edit: less erudite than I thought.
Edited by Bad Idea Comics23 hours ago, FTS Gecko said:This topic appears to have been hijacked.
By the Dread Pirate Roberts?
Inconceivable!
On 9/7/2018 at 5:52 AM, FTS Gecko said:Inconceivable!
You keep using that word. I don't think it means what you think it means.