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You are here: FFG Forums /  Miniatures /  X-Wing

X-Wing
Take control of powerful Rebel X-wings and nimble Imperial TIE fighters!
Moderator: FFGStuartFFG_IanGecko Topics: 1529 | Posts: 17976
circle fight question
by R2D2
Published on 26 September 2012 - 16:15:52
Page 3 of 3 (39 messages) « First page... 2 3
Reply #31 | Published on 26 September 2012 - 13:07:28
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I was thinking about this all morning and I kept thinking the 1 Turn would compaired to the 2 turn, especially when you calculate the bases into the equation that eventually the Tie would get behind the X-wing.  So I just tried out several scenarios and no luck.  Logically the Tie and the Xwing end back in the starting positions with no gain.

However, with just a little strategy, the Tie can come out ahead.  After two tight turns, the tie can simple roll towards the X-wing.  On the third move the Tie performs a K-Turn and if the Xwing continues in the circle, the Tie has a line of sight and may even be in range for a shot (depending on original distance).  The next turn with 45 degree 2-turn you will likely have another shot lined up….although the xwing may also have a bead on you now.

Without Signature
Reply #32 | Published on 26 September 2012 - 13:30:01
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this all changes when you take out the 1 on 1 situation. Since you can generally get 2 TIEs for each X wing, one TIE can be setting up the X wing for the right shot (by making the rebel best choice be gradual turns) while the second TIE is doing 90 degree turns to get behind the X wing.

Dark Curse would be very good for this kind of bait ship. Keep giving him evade and let the X wing chase him. Other TIEs move in for the kill.

Without Signature
Reply #33 | Published on 26 September 2012 - 13:46:00

 Something I think nobody really touched on here, is that, at a glance, a TIE Fighter is just at a disadvantage with a straight up one-on-one fight with an X-Wing, so I can see why someone would be reluctant to try and take the X-Wing head on, because (assuming both ships were at full hull/shield points), the TIE is more likely to be crippled/vaporized if they exchanged laser fire at Range 1, where you would likely end up if you were both moving around in close quarters.

Having said that, if this is what the match came down to, 1 on 1 like that, and you're statistically going to end up dead, you might as well go all in and pray to the dice gods that the X-Wing rolls poorly for its attacks.  Either way, the match will be over and you can go back to playing a new game.

Looking at even the basic version of each craft;

Rookie Pilot X-Wing, 21pts

-option to take Proton Torpedos and a Astromech

Academy Pilot TIE Fighter 12pts

-no upgrade options

The TIE is always going to be outclassed on paper.  Even the more "Veteran" unique ships of both types are like this; at best you can get a Elite talent card for the TIE, but so can the X-Wing, and take the same ones, so effectively it cancels that option out, plus the X-Wing could still take a Proton Torpedo or an R2 unit.

If you're honestly just down to that one-on-one scenario, playing conservative will likely end in a loss for you, as the X-Wing can just pump out more shots, and you can't afford to play damage attrition that way if that's all you have left.

Get your daily t-shirt fix at www.shirtpunch.com

Reply #34 | Published on 26 September 2012 - 14:39:26

Tawnos said:

X-wing vs. TIE, assuming both are unharmed, is a clear disadvantage for the TIE.  At that point, you're really banking on the dice gods smiling upon you.  Even if you could slip in behind the X-wing, chances are very good that you're going to wind up head-to-head sooner rather than later, unless the X-wing player has an irrational fear of Koiogran turns.

cleardave said:

Something I think nobody really touched on here, is that, at a glance, a TIE Fighter is just at a disadvantage with a straight up one-on-one fight with an X-Wing, so I can see why someone would be reluctant to try and take the X-Wing head on

…..

Having said that, if this is what the match came down to, 1 on 1 like that, and you're statistically going to end up dead, you might as well go all in and pray to the dice gods that the X-Wing rolls poorly for its attacks.

 

Who hasn't touched on what now?

Without Signature
Reply #35 | Published on 27 September 2012 - 02:10:56
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Ive actually found a decent way out of this situation now for both parties.

I played around with the models a bit last night, attempting to put myself in both player's position and choose what (were I unaware of the other player's move) would be the most logical options.

The trick to getting a tie out of this situation on top seems to be using the soft banking turn. A soft 3 instead of a hard 3 puts you at more of an elipse shape, which then allows the tie to do a 4 speed k turn (whilst always staying just outside of the x-wings firing arc) push back toward the x-wing on the next turn (with a soft 3 again or a straight on) and either (I tried almost every combination i could think of) end up behind the x-wing in the circle again, at a decent diagonal outside of the x-wings arc or even side on.

From all my testing I actually couldnt find a way which the X-wing could counter this once you begin. Every possible move from the X-wing worked out with the tie in a more favourable position and able to whip round and start gunning within a turn or two!

For the X-wing it was considerably harder, but I was able to generally force it into a head on position. This relies more heavily on the Tie trying to stay out of the x-wings arc, but seemed to be at most times the more logical choice.

I therefore rescind my complaint! I think I will put it down to a combination of first game mistakes and my girlfriend pretty much doing the obvious moves repeatedly.

In short, it seems that (if played right) the first player to break the circle in the right way comes out on top. I suppose the fact that this seemed far easier for the Tie does, in fact, show their increased manouvreability. In the future I will gametest myself before complaining! 

Without Signature
Reply #36 | Published on 27 September 2012 - 06:12:24

R2D2 said:

In short, it seems that (if played right) the first player to break the circle in the right way comes out on top. I suppose the fact that this seemed far easier for the Tie does, in fact, show their increased manouvreability. In the future I will gametest myself before complaining! 

Even better, that's really the desired outcome of a situation like that.  I'm glad you found things that worked out.

Reply #37 | Published on 27 September 2012 - 09:57:01

"(trying to give my girlfriend an easy time as she doesnt like this kind of game and only offered to play because i was so excited about finally getting the pieces…shes the best!)"

"p.s I won in the end, but only due to a few lucky shots at range 3 which took down her shields, then a turn where we were both facing at range 1 and I won purely because i got a lucky roll and got to attack before her…"

 

The biggest mistake here… :)

Reply #38 | Published on 28 September 2012 - 13:49:59

some images…

  Starting Positions

  1 & 3, still opposite facings

Terminal Issue with doing the same thing and expecting a different result

    Even doing a 2 vs 3 hard bank, you still end up with opposite facings

  Barrel roll… not much help, same result of opposite facings

  K-Turn.  Assuming the X-Wing continues her trend, the Tie can at least take a shot and maybe spook her into turning right, or any of a dozen (or more) possibilities, good and bad.  But the circle is broken…

 

Lots of ideas here, but no pictures.  Thought I'd help.  =)

 

Without Signature

Reply #39 | Published on 28 September 2012 - 16:15:52

Sorry, Thought I should probably organize my Pics.  So I moved 'em and updated.  Wish I could delete my previous post…
~Aiden

some images…

  Starting Positions

  1 & 3, still opposite facings

Terminal Issue with doing the same thing and expecting a different result

    Even doing a 2 vs 3 hard bank, you still end up with opposite facings

  Barrel roll… not much help, same result of opposite facings

  K-Turn.  Assuming the X-Wing continues her trend, the Tie can at least take a shot and maybe spook her into turning right, or any of a dozen (or more) possibilities, good and bad.  But the circle is broken…

 

Lots of ideas here, but no pictures.  Thought I'd help.  =)

 

 

Without Signature

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