Do You Math When Playing X-Wing
Apparently I don't. At a recent Store championship, time was called. Blackout could shoot either vessery or scourge. I had a TL on scourge, who was at range 1. Vessery was farther away with no lock, but I needed more points than scourge to push me over to winning. and if I got a really lucky shot on vesery, perhaps my two remaing ties could finish off scourge. So Blackout shot vessery, missed. ties failed to take out scourge, game over, I lose. someone points out that if I shot scourge, I would have won by 1 point. Do your math CORRECTLY, so you can shoot the easy target!
I love how Soontir Fel is an answer.
2 minutes ago, Nyxen said:I love how Soontir Fel is an answer.
Math don't lie.
Soontir Fel felt most applicable to me.
I don't even have a TIE Interceptor.
Only 1 vote for "muh dice" so far?
Thank you to whoever that 1 honest voter was.
Math is only part of the equation. For example, rolling 3 dice with a focus token gives better average damage than rolling 4 naked dice so its often better to focus at range 2 than boost/roll into range 1. On the other hand, rolling into range one might make make your enemy re-think his target priority and so your fragile glass cannon out at range 3 might live another round longer than they otherwise might have.
That is why I trust my gut in many situations early in the match. Its as much about the situation as the math.
I do all of the above so....
Yes. Tensor calculus ... in my head.
I calculate the probabilities when it isn't obvious. Once the shooting starts, it is all math. All of it.
Yes, a 3-die focused shot has higher damage expectation than a 4-die unfocused shot. So if the goal is to land damage, that's the shot to take. But if you have one shot at a ship with 4 Hull left, for the win, it's not the shot to take, because ~6.25% is better than ~0%.
12 minutes ago, Jeff Wilder said:I calculate the probabilities when it isn't obvious. Once the shooting starts, it is all math. All of it.
Yes, a 3-die focused shot has higher damage expectation than a 4-die unfocused shot. So if the goal is to land damage, that's the shot to take. But if you have one shot at a ship with 4 Hull left, for the win, it's not the shot to take, because ~6.25% is better than ~0%.
This.
I even geometry- 345 triangles are quite useful in many places...
I do a fair bit of math before and during the game:
- List building (obviously)
- When seeing my opponent's squad (mainly should I joust this and how much is each of his stuff worth compared to mine). If both of us want to joust, one of us is wrong.
- During play, much like Jeff Wilder described above but also, in timed games, I keep a constant tally of who is ahead on points and what needs to happen for that to change.
The most votes are people saying they use math for their decisions? This is the X-Wing forums, I see through the lies of the Jedi.
I go through some examples when listbuilding.
But that also means I memorize some key probabilities. Not necessarily the numbers, but whether the shot is worth to take or not. I knew about my alphastrike list (the one with 2 harpoons and 1 cruise) which targets can be nuked at >95% for example
Every move and list I make in X-wing is calculated...
but given my flight record, I am really bad at Math...
I voted for using maths every turn to calculate probabilities. However, it's not exactly precise calculations because I'm pretty bad at anything beyond pretty basic probability calculations. So while I'm using maths I may not actually be using it correctly. Basically, it means I can blame my losses on bad flying or an inability to do maths, so I double my potential excuses
Where's the Majorjuggler, "I math for hours and then get fussy when people don't stroke my ego" option?
12 hours ago, pickirk01 said:Math is only part of the equation. For example, rolling 3 dice with a focus token gives better average damage than rolling 4 naked dice so its often better to focus at range 2 than boost/roll into range 1. On the other hand, rolling into range one might make make your enemy re-think his target priority and so your fragile glass cannon out at range 3 might live another round longer than they otherwise might have.
That is why I trust my gut in many situations early in the match. Its as much about the situation as the math.
That just sounds like using maths, or at least if you don't use maths you're hoping your opponent doesn't either.
You should be using maths to understand how your decision to boost into R1 changes the maths for your opponent to see if you're offer a compelling reason to switch target priority.
I tend to use what I guess would be called gut feelings. It is more of an instinctual grasp of the basic math in the game rather than calculating specific probabilities every turn. I also try to remember any key issues that have happened in previous games where my "gut" has failed me and why that was so. In some cases it was because I was either discounting a token's viability on a certain pilot, or simply screwing up the basic math of the game. So I chose the gut/experience answer, though I guess the memorizing one would work as well.
2 hours ago, Ikka said:I tend to use what I guess would be called gut feelings. It is more of an instinctual grasp of the basic math in the game rather than calculating specific probabilities every turn. I also try to remember any key issues that have happened in previous games where my "gut" has failed me and why that was so. In some cases it was because I was either discounting a token's viability on a certain pilot, or simply screwing up the basic math of the game. So I chose the gut/experience answer, though I guess the memorizing one would work as well.
This.
My first instinct is always to joust as I usually have 3 T-65's in a squad, I think more about whether I want to slow roll or put the pedal to the metal.
I was the first Soontir Fel voter, and I don't really know what that means, but here's my mathematics take on X-wing: Every single decision is math based, or at least logic equation based. I'm an artist, but I'm not an artsy fartsy artist - I draw dynamic figures by understanding the math and science of the human form. I've been doing it so long that I take shortcuts, so the math isn't obvious any more - I used to draw full skeletons for each figure whereas now I draw nearly completed forms without ever having to think about it. I'm still calculating, but it's not obvious/specific math or even really conscious. The same method applies to my X-wing game. I'm constantly thinking about the math involved with each move and firing decision, but I'm also calculating the human factor - what will apply more pressure to my opponent, how do I force them to do what I need them to do so I get more turns with guns on target with little to no return fire - this is math as well.
I played darts for many years and I can tell you that the psych-game can change how you play. My first tourney, I was so nervous I flew like a chump, but then I was also very new to the game. Now I'm far more relaxed, I choose my priority targets based on which ships will cause the most problems, formulate an attack vector to maximize shots on the priority target with minimal resistance (if possible), leaving room for extra maneuver because plans never survive contact with the enemy, then approach and dogfight. I'm loving 2.0 because this approach actually works for me and it's how I always think, but 1.0 seemed to just focus on dice math alone, with action efficiency playing the biggest role in gameplay. Now, the actual tactical math is king. I am in my element.
Was that "Soontir Fel" enough?
Edited by Bad Idea Comics3 hours ago, SOTL said:That just sounds like using maths, or at least if you don't use maths you're hoping your opponent doesn't either.
You should be using maths to understand how your decision to boost into R1 changes the maths for your opponent to see if you're offer a compelling reason to switch target priority.
Exactly. I didn't have time to write out a big response earlier (nor now), but my point was math is only one of many tools. You use the math to decide the odds of several options, then you have to also use instinct and experience to guess what your opponent is doing or to manipulate him into doing what works best for you.
Simple dice math for determining who to shoot at, but nothing much beyond that. I'm not a techie though, so I can't really be insufferably annoying with numbers when I play, just everything else.
Math until you don't need to math anymore.
Then it's just fun.