Who's the fool?: Rule dispute.

By KCDodger, in X-Wing

23 hours ago, SpiderMana said:

Because the ship naturally wants to fly faster than that. He's gotta actively pull it back a touch to go that slow. The angle actually does add some distance, so it stands to reason that leaning to the side can slow it down a touch without losing so much speed that it's white.

Is Vader one of those guys who drives with one foot on the gas and one on the brake?

3 minutes ago, JJ48 said:

Is Vader one of those guys who drives with one foot on the gas and one on the brake?

Maybe, though it could be the x1's idle is set too high.

1 hour ago, Hiemfire said:

They just edit the original post, the thread title can be edited by them from there.

So you can! :D

On 2/22/2019 at 4:31 PM, Matanui3 said:

However, in cases where your ships don’t have much repositional advantage, you may want to go first so you can be assured you won’t bump your opponent. 

Whew, I'm glad someone mentioned it on the first page.

Moving first has no detriments if you're flying ships that can't boost, barrel roll, or reposition of any kind.

5 hours ago, Arttemis said:

Moving first has no detriments if you're flying ships that can't boost, barrel roll, or reposition of any kind.

Yes it does.

It means your opponent's ships at matching Initiatives that do have repostion actions get to do so with more knowledge of the board state.

Even if you can't reposition with any of your ships, it's sometimes still worth it to move second just to stop their arc dodgers from doing what they normally want. It forces your opponent to predict your move, rather than react to it. Sometimes they might guess so wrong they barrel roll into the exact spot you dialed in to cover, maybe even sacrificing defensive mods to do so.

If you move first, their ships always to get to know exactly where you can shoot before they pick their action which makes it way easier for them to make the optimum decision.

7 minutes ago, GuacCousteau said:

Yes it does.

It means your opponent's ships at matching Initiatives that do have repostion actions get to do so with more knowledge of the board state.

Even if you can't reposition with any of your ships, it's sometimes still worth it to move second just to stop their arc dodgers from doing what they normally want. It forces your opponent to predict your move, rather than react to it. Sometimes they might guess so wrong they barrel roll into the exact spot you dialed in to cover, maybe even sacrificing defensive mods to do so.

If you move first, their ships always to get to know exactly where you can shoot before they pick their action which makes it way easier for them to make the optimum decision.

^^ this guy gets it

It also means you can lock them where you might not have been able to previously. Or evade, if you;'re in arc, but focus, if you're not, etc.

Agreed.

Probably 80% of the time, you want to go second, because you get to adjust your deployment or action based onyour opponent's choices, and lock or jam targets after they move into range.

The remaining 20% of the time, it's because going second means you won't get an action (collisions in a tight scrum or deliberate blocking), or because your opponent has a "when you attack" or action trigger that you're not going to be able to dodge as a result (hotshot gunner, for example, or someone kicking a loose cargo template into your path before you activate).

The more ships I fly in a squad, the more I want to move first so I can set up blocks for them and avoid getting "bumper carred" myself. If I have 5 or more ships, I almost always send 2 up fast to set up blocks and force the opponent into certain lanes while the rest of the squad stays back aimed at the kill box.

That being said, its more a case of if I want to move last, I bid, if I don't then I spend the points because the other guy almost certainly will want to move second so I can get what I want and still spend the points to get that extra upgrade or two in the list.

9 hours ago, Magnus Grendel said:

Agreed.

Probably 80% of the time, you want to go second, because you get to adjust your deployment or action based onyour opponent's choices, and lock or jam targets after they move into range.

The remaining 20% of the time, it's because going second means you won't get an action (collisions in a tight scrum or deliberate blocking), or because your opponent has a "when you attack" or action trigger that you're not going to be able to dodge as a result (hotshot gunner, for example, or someone kicking a loose cargo template into your path before you activate).

And that's really the issue, I think. The weightage of going first or second so heavily favours one option, and that the game actively rewards you playing less of it (that is, smaller points) in order to get a good shot at preferred option.