I had read the old 1.0 Edition article about how a ship can’t usually escape its own arc and how one should strive to fly into their opponent’s last position. I just wasn’t sure if that was also the case if the opponent was going to K-Turn around. But it sounds like, even in that case, the former adage holds true
What’s the best move to make here - vs Koiogran?
5 minutes ago, KiloFiX9 said:I had read the old 1.0 Edition article about how a ship can’t usually escape its own arc and how one should strive to fly into their opponent’s last position. I just wasn’t sure if that was also the case if the opponent was going to K-Turn around. But it sounds like, even in that case, the former adage holds true
well the other aspect is knowing your opponent.
Do you know them well enough to predict there moves? and how much do you want to bet on it?
x-wing is played against an opponent, even one you have never played before you can start anticipating by the end of the game.
there really is no correct move as the game is so fluid. I cant begin to tell you what move i would do, i would need to know all the ships involved, what my opponent has done this game and every other game i have played against them, what is on the line for me, what is on the line for them, the current board state (might not matter this turn but will in a turn or 2).
1 hour ago, KiloFiX9 said:I had read the old 1.0 Edition article about how a ship can’t usually escape its own arc and how one should strive to fly into their opponent’s last position. I just wasn’t sure if that was also the case if the opponent was going to K-Turn around. But it sounds like, even in that case, the former adage holds true
That does still hold true. But reposition actions can move a ship out of it’s own arc. Following a hard turn with a boost, for example. Version 2 has given a lot more ships some manner of reposition, even if it’s a red barrel roll. So it is still possible for something like a Y-Wing to successfully escape it’s arc, at the cost of stress and probably not having a focus or lock that turn. But higher PS aces with a *good* dial can still keep the ship in it’s firing arc.
There are however a some ships that can escape their arc dramatically (e.g. Quadrijet, Starviper, E-Wing, Tie Phantom). Or you simply don’t want to get caught in the trap of chasing them (e.g. Firespray, Tie Defender, ships loaded with bombs and mines).
Edited by It’s One Of Ours7 hours ago, Carnor Rex said:Well he did say directly behind him. Anyway I thought it funny.. but maybe no one watches top gun anymore?
Okay, new scenario. You're at a range of, oh, about three feet. But you're inverted. What move do you dial in now, hotshot?
34 minutes ago, Jeff Wilder said:Okay, new scenario. You're at a range of, oh, about three feet. But you're inverted. What move do you dial in now, hotshot?
K-Turn followed by a 5-straight!
33 minutes ago, It’s One Of Ours said:K-Turn followed by a 5-straight!
You just did an incredibly brave thing.
What you should have done was land your plane! You don't own that plane! The taxpayers do! Son, your ego is writing checks your body can't cash!
Negative Ghost Rider the pattern is full
Starwings and T-70s, too - don't underestimate anything which can SLAM and still have weapons functional demands respect for its ability to move around the board. BB-8/Daredevil/Black One can pull some truly stupid combinations by stringing together 90' turn boosts and talon rolls, where blithely following to where it was leads you to being shot by the enemy fighter who's now in the blind spot on your flank.
But yes, "move to where they were" is a good 'fallback' position, but it's not the easy-shot-death-sentence it was in previous editions, because very few ships don't have at least a red barrel roll.
Edited by Magnus Grendel18 hours ago, Bad Idea Comics said:If you know he's pulling a 4k, I think a 3 straight gives you a solid roll, boost, bullseye focus with Soontir and then sets you up for a 2 turn (clear stress), boost, roll, bullseye focus on the following turn.
The issue with the scenario is there's no reason for the X-wing to k turn here. The X should pull a hard 3 turn in either direction with S-foils closed and boost or lock (lock is preferrable). Following turn, T-roll or K-turn as you know Fel will give chase, but the range is greater now, so he can't dodge away. If you managed a lock in the previous turn you get modded shots even though you're stressed. This brings up a whole different series of maneuvers for Fel in the chase, so again, it all depends on what you can predict from your opponent.
Why would del engage at that point. He's winning he can just run out of range and come round for another pass when it's safer. He should never be engaging if it gets him shot and he can avoid it he's flying a wet paper bag filled with tnt.
6 hours ago, thespaceinvader said:Why would del engage at that point. He's winning he can just run out of range and come round for another pass when it's safer. He should never be engaging if it gets him shot and he can avoid it he's flying a wet paper bag filled with tnt.
...because I like flying my little ships, making pew pew noises while I'm at it. He engages because it's fun to engage. If you see me at a tourney, I'll be the one having fun.
It actuall raises a version of the original question again.
If you’re tailing an opponent at Range 1, but he already has a Lock on you. What’s the best move to make? If you use the previously suggested Straight 1 or 2, and he 4Ks, then you’re head on and he has a Lock to mod.
4 minutes ago, KiloFiX9 said:It actuall raises a version of the original question again.
If you’re tailing an opponent at Range 1, but he already has a Lock on you. What’s the best move to make? If you use the previously suggested Straight 1 or 2, and he 4Ks, then you’re head on and he has a Lock to mod.
I would have to know more about the situation. What kind of ship is it? Does it have a Torp or Missile? Is there a combo on there that I need to be aware of? And these are why the “slot in behind them” is not the automatic answer. If he has a torp, a lock, and K-Turns, I could easily be eating 4 die with reroll. If it’s Jek Porkins, I’m eating 4-die, focus, and reroll because he’s holding it for no stress. If all he has is the lock and nothing else worth mentioning, then I have to consider the liklihood of surviving a 3 or 4 die primary with reroll, compared to say an Interceptor’s 3 or 4 plus Focus.
And if it’s an Advanced Sensors Squirrel, then **** all I’ll take an educated guess on what I think he’s doing.
13 minutes ago, It’s One Of Ours said:I would have to know more about the situation. What kind of ship is it? Does it have a Torp or Missile? Is there a combo on there that I need to be aware of? And these are why the “slot in behind them” is not the automatic answer. If he has a torp, a lock, and K-Turns, I could easily be eating 4 die with reroll. If it’s Jek Porkins, I’m eating 4-die, focus, and reroll because he’s holding it for no stress. If all he has is the lock and nothing else worth mentioning, then I have to consider the liklihood of surviving a 3 or 4 die primary with reroll, compared to say an Interceptor’s 3 or 4 plus Focus.
And if it’s an Advanced Sensors Squirrel, then **** all I’ll take an educated guess on what I think he’s doing.
Suppose it’s back to:
You’re Soontir, he’s Red Expert Xwing, both undamaged, 1vs1, no Torpedoes, you’re on his tail, Range 1, he has a lock, it’s the start of a new turn.
18 minutes ago, KiloFiX9 said:Suppose it’s back to:
You’re Soontir, he’s Red Expert Xwing, both undamaged, 1vs1, no Torpedoes, you’re on his tail, Range 1, he has a lock, it’s the start of a new turn.
Then I’d do a 1-straight into the space he vacated with a Focus. If he turns and boosts (closed S-Foils), then I can use Fel’s Autothrusters to still get dice mod and boost to keep him in arc.
1 hour ago, It’s One Of Ours said:Then I’d do a 1-straight into the space he vacated with a Focus. If he turns and boosts (closed S-Foils), then I can use Fel’s Autothrusters to still get dice mod and boost to keep him in arc.
That accepts that if he 4Ks then it headon with 3 Lock vs 3 Focus?
4 hours ago, Bad Idea Comics said:...because I like flying my little ships, making pew pew noises while I'm at it. He engages because it's fun to engage. If you see me at a tourney, I'll be the one having fun.
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It's a lot more fun to not run suicidally into the enemy's guns when you don't have to though?
44 minutes ago, KiloFiX9 said:That accepts that if he 4Ks then it headon with 3 Lock vs 3 Focus?
Generally speaking, yes. I favor Focus over Locks most of the time, due it’s ability to be used defensively. And if we’re talking Soontir Fel, and if the Red Ace K-Turns... Odds are very good I can keep him in a Bullseye if I’m moving directly into his vacated space and facing towards him squarely, take an Evade, and then get a Focus per Fen’s ability. And if it comes down to a Lock+Stress vs a Focus+Evade, I’ll definitely favor the latter.
Edited by It’s One Of Ours35 minutes ago, thespaceinvader said:It's a lot more fun to not run suicidally into the enemy's guns when you don't have to though?
Not suicidal - effective and fun.
16 minutes ago, Bad Idea Comics said:Not suicidal - effective and fun.
To put the world's most fragile ship into a potentially losing position for minimal benefit?
You have a strange idea of fun friend.
Do you joust torpedoes, too?
17 hours ago, thespaceinvader said:To put the world's most fragile ship into a potentially losing position for minimal benefit?
You have a strange idea of fun friend.
Do you joust torpedoes, too?
Um, you play your game, I'll play mine. It's not jousting when you're dodging arcs. Read the whole post.