X-Wing Life-hacks

By DraconPyrothayan, in X-Wing

Are you looking to find/post some easy to adopt practices and simple tricks that will help your X-Wing gameplay? This is the thread for you!

I'm going to post often as I think of new ones, and I would like more folks to chime in with their own suggestions. 1 hack per post, please!

When thinking about your maneuver, have the slit of the dial facing the direction that your ship is currently facing.

It helps you visualize the maneuver, prevents you from accidentally turning the wrong direction, and lets you glimpse other maneuvers you may not have otherwise considered as they slide past!

"If all else fails, use fire."

Having trouble visualizing the distance of Turns? Watch your firing arc.

When turning right, the right border of your firing arc will always be on the same line as your left when you complete the maneuver. Vice versa for turning the other direction.

Similarly, when banking, the line from the back corner of your ship to the front center will be the same line as the back-center of your ending to it's front corner of the same side!

"If all else fails, use fire."

"Never pet a burning dog"

...wait, that's the wrong sort of Orc reference, isn't it.

When you're stressed, consider all of your opponents moves. Sometimes a huge White maneuver to disengage combat will give you more damage in the long run than a green maneuver and action now.

A tactical retreat to regroup is always better than having your ships die, after all.

It is better to deal minor damage from a position where you will take none than to deal and be dealt massive damage.

Never be afraid to use the K turn.

to run a swarm in formation place bases corner to corner(like a checker board) to allow tight turning. and put your higher pilot skill TIEs in the back so your most forward ships move first.

There is safety in numbers.

There is safety in numbers.

Meaning that fleets with several ships with few upgrades tend to outperform fleets with a few pilots loaded out to the gills.

Never be afraid to use the K turn.

Except around those blasted Ion Cannon Turrets.

When in doubt, take the Focus action.

EDIT: in fact, just take the Focus action all the time.

Edited by Joker Two

This one blew my mind when I saw it.

When the board gets crowded and your maneuver template crosses RIGHT THROUGH the peg of another ship, or two ships at the same height need to touch bases but their models overlap, or ANY other reason you might need to remove your ships from play temporarily...

The straight one template is the size of a small base

The straight two template is the size of a large base

Place the template parallel to the base of the ship that's in the way, and use it as a placeholder. That way, you can remove the ship, resolve your business, and put it back in the exact same position. This saved me countless accidental bumps from trying to stick templates in awkward places (on the board, anyway. Hey-oh!)

want a laser pointer that shoots a straight line, but all you have is a regular dot laser pointer? take a spare peg from one of your stands, and glue it in front of your laser. You'll be using that bad boy to determine firing arcs like a pro.

If the combat space gets cluttered and the odds of successfully navigating through it are 9,446,703 to 1 apply the following;

  • when flying with a low PS you have the freedom of movement, fly to the empty space
  • when flying with a high PS you can fly to where the enemy are as you know that spot will become vacant (with exception of the albino space bus)

When measuring with your eyesight remember that you can use the bases of ships as easy guidelines. A small ship is exactly a straight 1 and a large is exactly a straight 2 template.

Always start with you ships at an angle and be cautious with your first move.

Always start with you ships at an angle and be cautious with your first move.

Why?

I am not saying it's a bad idea but an explanation would be great since it seems to be highly dependent on the ships you are using.

Always start with you ships at an angle and be cautious with your first move.

Why?

I am not saying it's a bad idea but an explanation would be great since it seems to be highly dependent on the ships you are using.

True! I like that it makes you look like you are heading one way but with a turn you can equally go in the other direction.

As for the caution, well I see a lot of newer players charging off with a 4 or 5 first move, often causing themselves problems!

Edited by berusplants

Having trouble visualizing the distance of Turns? Watch your firing arc.

When turning right, the right border of your firing arc will always be on the same line as your left when you complete the maneuver. Vice versa for turning the other direction.

Similarly, when banking, the line from the back corner of your ship to the front center will be the same line as the back-center of your ending to it's front corner of the same side!

Sense to me, this does not make.

One thing I have noticed is that if you are going to do a 90 turn, then you know you will end up placing your ship along one of your firing arc lines. If you see an asteroid directly along that line, you may need to reconsider that turn or its speed.

Having trouble visualizing the distance of Turns? Watch your firing arc.

When turning right, the right border of your firing arc will always be on the same line as your left when you complete the maneuver. Vice versa for turning the other direction.

Similarly, when banking, the line from the back corner of your ship to the front center will be the same line as the back-center of your ending to it's front corner of the same side!

Sense to me, this does not make.

if I knew how to post pictures in the forum, I could diagram it for you.

If you set up in the two corners at 45 degrees, you can react easier based on how the enemy sets up. As such, this is particularly useful for lower PS ships. Note that this doesn't really apply to swarms.

Basically, if the opponent sets up across his main force across from one of your halves, it can bank towards the center, allowing your other half to join up in the center, recombining forces. If he sets a flanker up against one of them, then that half force can chase down the flanker, while the other team stalls the engagement with the main force.

If he sets up such that he's clearly avoiding fighting in the asteroids, you can "rotate" the board by having both of your squads do the same left bank or right bank, which will eventually force him to cut corners through the asteroid.

It's not a bad "first planned" setup that's generic enough to work to some extent against all enemies. That being said, with it being a generic setup, one can always improve upon it based on the squad you're flying, your opponent is flying, and the asteroid setup.