Formations

By MechaBri.Zilla, in X-Wing

So I finally picked up my copy of the core set and one of each of the expansions this weekend and am really geeked to start playing. Though it looks like that probably won’t happen until this weekend.

Until then, I will be devising strategies and tactics in my head, which got me wondering:

How important are formations and movement in this game. I see a lot of people talking about load outs and pilot selection, but not so much about how to use formation, what kind of formations, and what sorts of maneuvers work for them. What are your thoughts? Do formations go out the window once combat starts, or are they vital to your strategies? Are there things you do that consistently get results in your games? Or is this game all about selecting the right ships and load outs?

I played two games yesterday in which I relied upon formations. I ran Steele/marksmanship, Vader/Squad Leader, Night Beast, and 2x Academy pilots. In game one, I let the three named pilots fly individually and kept the academy pilots in a side by side formation the whole game. I lost one academy pilot, and had two damage on the other academy pilot. I flew against, Biggs, Salm, and Luke. In game two, I ran all the TIE/lns in a side by side formation together with Night Beast on the inside in an attempt to keep him close enough to Vader. I had the TIE advanced leap frog each other in any given direction. The separate groups split, converged, split, and doubled back in a nice pincer attack. It worked out well. I lost no ships and took only shield damage. I find (so far) that a good formation, and strategies to maintain and protect it make very good use of the Empire's overall dice advantage.

Another good thing about formations is that they make it easier to avoid overlapping your own ships. ;)

MechaBri.Zilla said:

So I finally picked up my copy of the core set and one of each of the expansions this weekend and am really geeked to start playing. Though it looks like that probably won’t happen until this weekend.

Until then, I will be devising strategies and tactics in my head, which got me wondering:

How important are formations and movement in this game. I see a lot of people talking about load outs and pilot selection, but not so much about how to use formation, what kind of formations, and what sorts of maneuvers work for them. What are your thoughts? Do formations go out the window once combat starts, or are they vital to your strategies? Are there things you do that consistently get results in your games? Or is this game all about selecting the right ships and load outs?

Formations, albeit a loose formation, are important to gain abilites from other pilots. For example, Rebel pilots can gain a "free" Target Lock from "Dutch" Vander at Range 1 or 2, or Biggs Darklighter may "draw enemy fire" away from a friendly ship, if he is within Range 1 of the "original" target.

Of course, things get tossed to the wind when the stuff hits the fan, and major combat occurs. That's the fun part of the game is guessing, and out-guessing, your opponents. One moment your lining up a kill shot, and the next your target "slams on the breaks" forcing you to fly right on by.

Choosing the right pilots is part of it. The other part is how you deploy them. That goes back to guessing and out-guessing the other guy.

All you have to do is learn from each game, and have fun. It is Star Wars, after all.

Along with what Steve said, there is Howlrunner for the imps, whose ability makes it beneficial to fly in close formation.

my opinion is rebels need to run in a tight formation to win. either all three (or 4) ships at the same level or a front ward or back wards V depending on the pilots.

I posted a little bit about formations in the Art of a Rebel (in the battle section)

Torresse said:

my opinion is rebels need to run in a tight formation to win. either all three (or 4) ships at the same level or a front ward or back wards V depending on the pilots.

I posted a little bit about formations in the Art of a Rebel (in the battle section)

link?

Torresse said:

my opinion is rebels need to run in a tight formation to win. either all three (or 4) ships at the same level or a front ward or back wards V depending on the pilots.

What does the Line or V give you, besides access to abilities? Is it just the overlapping firing lines?

MechaBri.Zilla said:

Torresse said:

my opinion is rebels need to run in a tight formation to win. either all three (or 4) ships at the same level or a front ward or back wards V depending on the pilots.

What does the Line or V give you, besides access to abilities? Is it just the overlapping firing lines?

you are able to scatter more easily to pursue specific objectives also. Keeping them together also makes it easier for you to estimate their movements, and reduces a lot of player stress on your part. If your opponent tries to do a U-turn to get within a range 1 exchange, with say a low hp ship, he will need to take the combined fire of all your 3-4 ships as well, making the exchange not very worth it for him. The overlapping firing lines also make it easier to divert all your fire towards a specific enemy ship, which is the prefered tactic in this game so far.

From what I've seen, formations and especially movement are all important in this game. How you build your squad makes a difference, but I think it's harder to field a crap squad than not. Regardless of what's on the board you can win the game through superior maneuvering. Personally, I try not to make mine too formation dependent because they can just as easily become a liability. It really all just comes down to your chosen tactics.

I wouldn't say I use 'formations' per se, but I've had a lot of success with Swarm Tactics on Imperials, which kinda sorta requires a decently tight formation.