Arc Dodge 101
Not sure if anyone has mapped out where you will fail an Arc Dodge with 2nd Edition Barrel Rolls before.
I have never tried to and the exercise seems useful. Please correct what I get wrong here or explain how you approach it.
Moving Last 1v1:
- Arc Dodging is not difficult when you are moving last against 1 ship. You Move after someone, you boost roll out. Done.
- However...plenty of players (including myself) still mess it up and attempt a boost/roll that lands in arc ( typically stressed + no mods for their troubles ).
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I tend to Arc Dodge by practicing sighting where a Boost (&/or) Roll will land.
- I depend on that more than any rule of thumb based on opponents position/arc.
- If I can sight that reliably, I can do it on the fly during games and just line it up with where I think the arc line is.
- Often if im not sure I just stay put and focus. Take the shot.
- All that said looking at "where" in arc allows you to get out of Arc at minimum makes for cool though questionably helpful images.
- If you are loosely lined up with the Front of your opponents base offset a bit you might have a chance to dodge. '
- Obviously you dont know where your opponent will be when you dial in your move. So its not guaranteed that you will "land" in the green zones in the images below. Thats because its still a game.
- Also should be just as obvious that the Green Zone as I refer to it here is alot wider to the left and right than what the images highlight.
- The tricky bit sometimes is knowing where you cant be. More specifically predicting where you can't be. ( Roughly Inside Range 2-3 lined up with the opponent after they have moved, wider area the further away you are )
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Images show a barrel roll boost which I find more difficult to "guess" correctly all the way through than a boost roll.
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To far forward and the bank boost will "bump". Identify that and you can boost the other way, don't and fail action in arc
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- What is cool in this specific example is the edge of the orange area that Soontir can get trapped is also the area he is more likely to bullseye and evade/focus.
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With just a barrel roll the "band" that allows an arc dodge is more narrow.
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Approaching from an angle saves "Re-position" Actions, key for winning games. So you can modify your dice or conserve Force Charges.
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- If your goal for whatever reason is strictly to get out of arc, not worried about also taking a shot...
- Image below a barrel roll forward and away when straight on after a bank boost is more likely to land you out of arc than a barrel roll forward "towards" the opponent.
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This is contrived of course but you can see how close the margins are on the roll right in here. Even the roll out is risky.
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- Much safer and easier to sight just to boost forward roll left out. No shot but less risk of defending.
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Alot of times what people mean by arc dodging is just opting out of arc without taking a shot until they stumble into repositiong out of arc to take a shot. At least thats normally how it happens for me in a 1v1.
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Moving First 1v1:
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How do you fight Aces who are moving last 1v1? Two years in to playing xwing I am not sure I can explain this. I have done it, but rarely "intentionally".
- Pretty sure it becomes all about Getting Shots, not avoiding shots.
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You want to force some or all of the following to happen:
- Trade Shots and do more damage than they do (worst case is suffering uncontested shots)
- Force them to disengage so you can "chase"
- Try to force them into a "mistake"
- Create Safe Space
- Force repositions ideally ones that end with your opponent being out of arc but not shooting at you. If they double re-position its like they are stressed making next turn easier.
- Experienced players sometimes talk about "threatening" aces so they cant just approach in ideal space, range, and angle. Pretty sure that means point at them.
- Knowing where you would want to be to Arc Dodge while moving last gives you hints as to how to fly an Ace moving first.
- Using the sides of the board helps against Aces moving last as well. Corners and other Angles at minimum reduce the # of arc dodge options they have available.
- Approach with Rocks in the way of re-positions is also critical.
- Jumping range to take a shot, before the Aces ideal Arc dodge "turn" is useful. Often Aces will play cagey until they know they can get to the Green Areas.
- Players will often try to carefully set up the Arc Dodge turn, you can see it coming they will go "slower" or bank away from combat the turn before the arc dodge turn usually.
- You can take advantage of that by jumping into range while they are more likely to be in the Orange Areas above. Remember your goal is to force a trade.
- Obviously having wing mates changes the picture entirely. Allows you to set boxes basically, force a chase.
- Super Natural Reflexes, Advanced Sensors. Decloaks, Rear Arc Boosts, Multi Arcs etc. change everything about this dynamic, moving first is no longer as much of a problem so its slightly less interesting to think about or discuss in this specific context.
- Under normal circumstances alot depends on your opponents dial the better you know it the easier this will be
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Moving first you can somewhat create safe space by...
- Setting up Blocking/Locking turns where you dont defend, followed by K-Turns
- This is key setting up locks will give you a chance to do more damage than them if you force a trade or itll give you more freedom to threaten with red moves.
- Go to the the spot directly in front of them where their slowest moves go or the spot they already are.
- This can help you set up a "chase", this is dogfighting after all.
- If you can get behind them its easier to chase them down and there is a chance they will panic and disengage longer than they should/need to, or they might not "hard turn" to shake you.
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Example:
- X-Wings and Tie Advanced's are useful because they can "go slow" to keep arc on target, classic 1 forward to victory. Stays engaged longer to K-Turn at a more natural time.
- Kylo and Soontir's two speeds make them vulnerable to blocks, they have to actively remember to carefully manage range and not to stress to keep the K-Turn Threat Available. Often having to settle for disengaging.
- Fang Fighters have a similar "problem" but they actively want to be in arc at range 1 so it kinda flips things, but creates serious problems the turn after the R1 shot if anything is left alive.
- Jedi have 1 banks but 2 forwards, lucky for them they rarely stress and can 5 K-turn which can put them entirely out of arc. Rarely has to disengage because they are rarely stressed, but can choose to recharge or recycle.
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Edited by Boom Owl