Thank you very much for posting this and for all your hard work and contribution! I linked from your strategy guide, and I was blown away by all your hard work put into the strategy guide. I appreciate it beyond words! Including comments on every shape is truly a remarkable effort and contribution. Thank you!
We'll I can see the influence of Go in your tactics and I am glad that it has helped to reveal the deeper side of xwing. Normally a joust is won by statistical die rolls, but a smart tactician can minimize damage to his own ships by thinking of his opponents capabilities first. Thanks for posting this!
Great stuff.. Welcome back dude! If i can make a wish for next episode then that would be "how to make a good tournament list" Or just a 100p list would be good.
Great Video u made ! I see just a problem or i didnt get it ;). If the Tie Bomber has lower PilotSkill as it normaly is, it moves first and also does its action after moving, before the x Wing move. If i now use the Rule of 11 i get to Range 3, but not before the X Wing moves also. So i CANT lock on the X Wing for the Rockets, cause when i need to do the Target Lock the X Wing hasnt moved yet and is out of range still. After the X Wing moved i am in R3 but there the Tie Bomber Action Step is allready over and i cant shoot rocket exept Homing Missles via Fokus.
2nd example, the issue I see is that if you only go 1 forward, you don't get to target lock, so being at 11 once shooting starts does you no good. I think it gets tougher to plan out when you have to think about having to move first AND acquire a target lock.
Ideally only load missiles and such on ships with high PS. Or have the bomber choose focus as action if noone is range and have a high PS squadleader close rank on you so he can give your low PS bomber a free action such as target lock on a high level pilot skill who came in range after the bombers activation. I had a (blast) with a PS 2 tempest squadron pilot tie advanced with homing missiles (they don't spend target lock). tempest pilot moved up but nothing in range. So he takes a focus. Luke skywalker comes into range 3 and target locks the tie advanced. Soonthir Fell with squad leader swoops besides the Tie Advanced and gives the tempest pilot a free action. tie advanced target locks luke. Soonthir tie fighter shoots and takes off 1 shield. Luke does some damage and then tie advanced shoots his missile at luke using the target lock to reroll and then using its focus to get 3 hits and a crit. Luke rolls 1 focus which per his ability becomes an evade. The crit is a double hit and bam. First blood monster kill.
Interesting theory, but you are always moving the Tie Bombers first, and then end up at range 3. However, the X-wings would be out of range after the Tie Bombers have moved, so they can't do a Target Lock action. And then they wouldn't be able to fire their torpedoes. The theory would work if the X-wings moved first though.
Or you could give "Deadeye" to one or both of the TIE-Bombers as a talent and focus instead of doing a target lock. Still works fine then, but is more expensive as far as the squad points are concerned.
bombers wound be able to fire their seconds after getting to 11, because they need a target lock. the cant lock on ships with higher PS, cause they wound be in range befor they other ships move.
I feel like this cat will come back to his UA-cam account one day and be "wtf...I have how many views on this shit?" Thanks for the beginner tips and all, though. Helps news folks lot.
This would only work in a direct confrontation. The math would be so much more complex with barrel rolls, banks, etc... I don't think I have ever played a single direct confrontation game ever. Then you would also have to be able to predict your opponents next move which is impossible. Not to mention that ships moving independently would be a pain to keep track of. The rule works but its application seems like it would rarely ever be used. Not to mention asteroids. Just a few thoughts.
Yes but knowing the rule of 11 gives you a theoretical framework to build your intuition on, in the same way a sailor or pilot uses pythagoras (or mccready) in theory and adds experience and intuition onto that. Without knowing the rule you have one disadvantage against someone who does.
Hey, if it helps you guys out. Those looking to make a mat. I just bought some black linoleum and painted stars -mostly white- on it with acrylic paint. Works wonderful and looks great and only cost me a couple dollars and some time.
So I tried this strategy and I was 33% successful. Maybe you can help me where I went wrong. It was a 400 point (2v2) game which was not really relevant EXCEPT for the fact that the ships could be place up to the Range 2 marker. My opponent (newbie) placed his TIEs (PS 1) around the 1.75 area and howler behind. I know it was around that because howler was not at the edge of the board. I placed my Z-95s (PS 4) in a 3 ship pinwheel, with the front ship near the 2 range. First thing, I guesstimated that the range between the ships was about 11 "1units". It looked like 5 range away (since we started one range closer then a normal game.. So I've essentially moved 2 (and 1 for behind ships) already at start of the game. And so have the TIEs. So that is 11-2-2 = 7. The ties at a minimum have to move 3. 7-3 is 4. So I moved 3, which is 3 +1 (of the unit). It worked "perfectly". The lead Z-95 barely had range 3 and got the target lock and launched missile. But the other two z95's were out of range. So I guess I answered my own question... I should have done the math with the back row?
Enjoy the videos. I can't find the rule you quoted at the beginning about missiles not allowing an extra evade dice at range three. Can someone clarify this for me??
Very bottom of page 10 in the rulebook. "Range combat bonuses only occur when a ship is attacking with its primary weapon" Missiles are secondary weapons
This assumes you know exactly how far away you are from your opponents, correct? For example, in this specific starting configuration on a 3x3 mat. I think this strategy also only works if you don't care about your opponent shooting back.
Tournament rules are 3x3 play area, and it's the recommended size for a standard fight. Makes sense to work with that assumption for a model like this. On the other point, it assumes you have a clear advantage in a particular range bracket. The example used is a good one. Both ship types have the same agility, but the X-Wings have 3 attack against the 2 attack on Bombers. Missiles are often rolling 3 or 4 dice, but ignore the range 3 defense bonus. If the X-Wings get into range 1, they're rolling 4 attack dice each compared with the TIEs rolling 3. If the TIEs keep to range 3, they get 3 or 4 dice, often with special effects, and the X-Wings get 2 dice to defend. The TIES get to roll 3 dice against the 3 attack on the X-Wings because the range bonus applies against primary weapons, but not the Secondaries the Bombers are using. If it was 2 squads of Bombers, the player who moves first needs to either play the rule of 10, or hit 11 in their own move (possibly leading to rule of 16). Either stay out of range, or make sure you get into range in time for your own target lock. This or the reverse with 2 X-Wings tends to get more messy and have the first pass more luck-based than about the math.
X-Wing Strategy Tips ok, cool thanks! i'm new player, do you have advice for were to buy a mat, or best ways to build a mat? i like the one in this video
H. Benjamin Hansen How to build a 3'x3' mat: get a larger mat and cut it to 3'x3' Also you can get smaller mats and stick them together and then trim to 3'x3'
Without all the math you know you just have to think of it the logical way, if your the bombers you want to delay the closing time so you can fire your long range stuff, and if your the x-wing you just want to close as fast as possible. You can't breakdown a game like xwing into a math problem. Even a noob players would know NOT to rush in with bombers.
Im not sure if you can really apply an idea thats essentially mathematical to a game built on dice rolls.... I like your videos however, they are good ideas but divorced from actual real game circumstances....Thanks
The later you get into a game, the larger the human element, and the less relevant the raw numbers are. For modeling the first few moves as you head into a confrontation, this rule helps you to anticipate your opponent's moves, and respond appropriately. There are a few situations where this model doesn't apply exactly as stated here. Non-standard play area, opponent setting up in the opposite corner instead of directly across the table, or simply opening with a hard turn instead of a straight. But if you're in the situation where you're directly across the table from your opponent, it's a fairly good model for the majority of moves your opponent might make.
Thank you very much for posting this and for all your hard work and contribution! I linked from your strategy guide, and I was blown away by all your hard work put into the strategy guide. I appreciate it beyond words! Including comments on every shape is truly a remarkable effort and contribution. Thank you!
We'll I can see the influence of Go in your tactics and I am glad that it has helped to reveal the deeper side of xwing. Normally a joust is won by statistical die rolls, but a smart tactician can minimize damage to his own ships by thinking of his opponents capabilities first. Thanks for posting this!
Great stuff.. Welcome back dude! If i can make a wish for next episode then that would be "how to make a good tournament list" Or just a 100p list would be good.
Every single scenario you said the Rebels get screwed unless the TIE's made a mistake... AWESOME, THANKS.
Great Video u made ! I see just a problem or i didnt get it ;). If the Tie Bomber has lower PilotSkill as it normaly is, it moves first and also does its action after moving, before the x Wing move. If i now use the Rule of 11 i get to Range 3, but not before the X Wing moves also. So i CANT lock on the X Wing for the Rockets, cause when i need to do the Target Lock the X Wing hasnt moved yet and is out of range still. After the X Wing moved i am in R3 but there the Tie Bomber Action Step is allready over and i cant shoot rocket exept Homing Missles via Fokus.
What is your playmat?
love the Monet in the back. and congrats on your wins!
This tutorial just screams for long range scanners now :D
Good, simply explained and very usable.
still relevant good stuff!
2nd example, the issue I see is that if you only go 1 forward, you don't get to target lock, so being at 11 once shooting starts does you no good. I think it gets tougher to plan out when you have to think about having to move first AND acquire a target lock.
Ideally only load missiles and such on ships with high PS. Or have the bomber choose focus as action if noone is range and have a high PS squadleader close rank on you so he can give your low PS bomber a free action such as target lock on a high level pilot skill who came in range after the bombers activation.
I had a (blast) with a PS 2 tempest squadron pilot tie advanced with homing missiles (they don't spend target lock). tempest pilot moved up but nothing in range. So he takes a focus. Luke skywalker comes into range 3 and target locks the tie advanced. Soonthir Fell with squad leader swoops besides the Tie Advanced and gives the tempest pilot a free action. tie advanced target locks luke. Soonthir tie fighter shoots and takes off 1 shield.
Luke does some damage and then tie advanced shoots his missile at luke using the target lock to reroll and then using its focus to get 3 hits and a crit. Luke rolls 1 focus which per his ability becomes an evade. The crit is a double hit and bam. First blood monster kill.
All that is solved with deadeye :P. How the things change in 3 years :(
Great insight on xwing theory. Keep up the good work
Interesting theory, but you are always moving the Tie Bombers first, and then end up at range 3. However, the X-wings would be out of range after the Tie Bombers have moved, so they can't do a Target Lock action. And then they wouldn't be able to fire their torpedoes.
The theory would work if the X-wings moved first though.
Or you could give "Deadeye" to one or both of the TIE-Bombers as a talent and focus instead of doing a target lock. Still works fine then, but is more expensive as far as the squad points are concerned.
QuentinSingvogel
Of course. Only works on Major Rhymer and Captain Jonus though, not regular bombers.
Leif Eriksson That's also true, of course.
bombers wound be able to fire their seconds after getting to 11, because they need a target lock. the cant lock on ships with higher PS, cause they wound be in range befor they other ships move.
I feel like this cat will come back to his UA-cam account one day and be "wtf...I have how many views on this shit?" Thanks for the beginner tips and all, though. Helps news folks lot.
Interesting tactics. Ultimately you have to think like your playing a game of chess. 2 or 3 moves a head and protect your king IE your named pilots.
really enjoy your videos. any reason you stopped?
This would only work in a direct confrontation. The math would be so much more complex with barrel rolls, banks, etc... I don't think I have ever played a single direct confrontation game ever. Then you would also have to be able to predict your opponents next move which is impossible. Not to mention that ships moving independently would be a pain to keep track of. The rule works but its application seems like it would rarely ever be used. Not to mention asteroids. Just a few thoughts.
Yes but knowing the rule of 11 gives you a theoretical framework to build your intuition on, in the same way a sailor or pilot uses pythagoras (or mccready) in theory and adds experience and intuition onto that.
Without knowing the rule you have one disadvantage against someone who does.
Is that playmat rubbery or sticky? I'm looking for something that won't slide as easily as felt to help keep pieces where they belong.
Hey, if it helps you guys out. Those looking to make a mat. I just bought some black linoleum and painted stars -mostly white- on it with acrylic paint. Works wonderful and looks great and only cost me a couple dollars and some time.
Was about time...... Don't let us wait so long again
So I tried this strategy and I was 33% successful. Maybe you can help me where I went wrong.
It was a 400 point (2v2) game which was not really relevant EXCEPT for the fact that the ships could be place up to the Range 2 marker.
My opponent (newbie) placed his TIEs (PS 1) around the 1.75 area and howler behind. I know it was around that because howler was not at the edge of the board.
I placed my Z-95s (PS 4) in a 3 ship pinwheel, with the front ship near the 2 range.
First thing, I guesstimated that the range between the ships was about 11 "1units". It looked like 5 range away (since we started one range closer then a normal game..
So I've essentially moved 2 (and 1 for behind ships) already at start of the game. And so have the TIEs.
So that is 11-2-2 = 7.
The ties at a minimum have to move 3. 7-3 is 4.
So I moved 3, which is 3 +1 (of the unit).
It worked "perfectly". The lead Z-95 barely had range 3 and got the target lock and launched missile. But the other two z95's were out of range.
So I guess I answered my own question... I should have done the math with the back row?
Enjoy the videos. I can't find the rule you quoted at the beginning about missiles not allowing an extra evade dice at range three. Can someone clarify this for me??
Very bottom of page 10 in the rulebook.
"Range combat bonuses only occur when a ship is attacking with its primary weapon"
Missiles are secondary weapons
Missiles are a secondary weapon...
This assumes you know exactly how far away you are from your opponents, correct? For example, in this specific starting configuration on a 3x3 mat.
I think this strategy also only works if you don't care about your opponent shooting back.
Tournament rules are 3x3 play area, and it's the recommended size for a standard fight. Makes sense to work with that assumption for a model like this.
On the other point, it assumes you have a clear advantage in a particular range bracket. The example used is a good one. Both ship types have the same agility, but the X-Wings have 3 attack against the 2 attack on Bombers. Missiles are often rolling 3 or 4 dice, but ignore the range 3 defense bonus. If the X-Wings get into range 1, they're rolling 4 attack dice each compared with the TIEs rolling 3. If the TIEs keep to range 3, they get 3 or 4 dice, often with special effects, and the X-Wings get 2 dice to defend. The TIES get to roll 3 dice against the 3 attack on the X-Wings because the range bonus applies against primary weapons, but not the Secondaries the Bombers are using.
If it was 2 squads of Bombers, the player who moves first needs to either play the rule of 10, or hit 11 in their own move (possibly leading to rule of 16). Either stay out of range, or make sure you get into range in time for your own target lock. This or the reverse with 2 X-Wings tends to get more messy and have the first pass more luck-based than about the math.
what kind of mat do you use on the video?
Generally speaking, do tie swarms prefer to be shooting at range 3 or range one?
+Sligui28 Range 1.
Dude!
so this rule assumes that you're starting on a specific map size, right?
Yes, 3' x 3' tournament standard.
X-Wing Strategy Tips ok, cool thanks! i'm new player, do you have advice for were to buy a mat, or best ways to build a mat? i like the one in this video
***** www.fantasyflightgames.com/ffg_content/x-wing/support/X-Wing_TournamentRules_V1.0.pdf
H. Benjamin Hansen
How to build a 3'x3' mat: get a larger mat and cut it to 3'x3'
Also you can get smaller mats and stick them together and then trim to 3'x3'
Hi
ok were u get thoses cool green movement sticks
I know of a guy in Minneapolis that makes them.
Often they are tournament prizes.
***** everyone should stop using vinyl mats... there are better options. :D
You should watch a video about how not to bump your ships out of position every single time you touch them.
Without all the math you know you just have to think of it the logical way, if your the bombers you want to delay the closing time so you can fire your long range stuff, and if your the x-wing you just want to close as fast as possible. You can't breakdown a game like xwing into a math problem. Even a noob players would know NOT to rush in with bombers.
Im not sure if you can really apply an idea thats essentially mathematical to a game built on dice rolls.... I like your videos however, they are good ideas but divorced from actual real game circumstances....Thanks
The later you get into a game, the larger the human element, and the less relevant the raw numbers are. For modeling the first few moves as you head into a confrontation, this rule helps you to anticipate your opponent's moves, and respond appropriately. There are a few situations where this model doesn't apply exactly as stated here. Non-standard play area, opponent setting up in the opposite corner instead of directly across the table, or simply opening with a hard turn instead of a straight. But if you're in the situation where you're directly across the table from your opponent, it's a fairly good model for the majority of moves your opponent might make.