Article 1: Information flow and maximizing freedom of action
Our friend John Boyd (who inspired the name of the blog, if you skipped the introductory article) thought about this back in the 60s with a decision making approach called the
OODA loop. OODA stands for Observe,
Orient, Decide, Act. The idea, as I
understand it, is that by accurately Observing the positions and capabilities
of an opponent one can Orient oneself to the capabilities and plans of the
opponent, Decide what needs to be done to counter those plans, and Act on those
decisions. If one progresses through
this system faster than the opposition, one is able to respond to the current
situation, but the opponent is responding to what the situation used to be, i.e.,
the opponent is responding to a situation that does not represent reality. The crux of this cycle is the Orient step,
whereby one takes in all the available information and interprets that
information to build a picture of what the future will look like. The better you are at using the available
information to determine what your opponent will be doing, and the harder you
make it for your opponent to guess your own actions, the greater will be your
advantage.
X-wing shares a lot
with chess. Like chess, both players
fully know what the opponent’s forces are capable of. They know where the pieces are on the
board. They know what kinds of moves an
opponent’s pieces can make. There is
some uncertainty in outcome in X-wing due to dice and hidden planning phases,
but much of the planning and strategy happens in an environment of open information. Yet there are consistent winners and losers
in chess. This stems from the fact that
even though positional information is available, a player’s plans are not. It is the burden of the opponent to
assimilate the available capability and positional information to understand
how a player is trying to coordinate their pieces and gain checkmate.
We should be thinking
about X-wing the same way. By
understanding how each player is trying to do to win, we understand how they
will move, and we can understand what moves are needed to counter those
moves. While there is a lot of open
information, plans are hidden, and there is a flow of information between
players as the game progresses and plans are made known. One can work to control that information flow
in a variety of ways to make it more difficult for the opponent to understand
and react to your squad.
Understanding what your
opponent is trying to do with their squad, and understanding how your opponent
views your squad are essential for informing the decision making process. Inaccurately interpreting information that
you’ve observed will inherently ruin your decision making process. The more information you have the
better. Likewise, the more information
you can obscure from your opponent, the better.
This assertion, however, raises the question: How do you control information on an open
tabletop? By having options. The more options you have that lead to an
eventual victory, the less clear your methods will be to your opponent. The less clear your methods are to your
opponent, the harder time they will have planning to counter what you want to
do. This idea applies to a hierarchy of
X-wing decision making:
1 1.) How does your squad win?
a.
Doing as much damage to the opposing squad as
possible
b.
Preserving points of an expensive centerpiece
ship
c.
Avoiding damage through high defense or
engagement denial
2 2.) How
does your squad engage opposing ships?
a.
Single powerful attacks
b.
Coordinated massed attacks
c.
Blocking/Control
d.
Reacting to opposing positions using enhanced
maneuverability
3 3.) How
do individual ships respond to different situations?
a.
Maximizing attack
b.
Minimizing damage
c.
Maximizing opportunities on subsequent turns
The answers to the first
question (for both you and your opponent) inform the answers to the second question,
which inform the answers to the third question.
A single path to victory
Squad 1: Vader/Miniswarm:
A squad has 104 points
of Darth Vader in his TIE/x1 (including the bid). It likely aims to win by having Vader with
that full 104 points left at the end of the game. Its primary way to win is killing more than
104 points of the opponent’s squad. The remaining
96 points of TIE Fighters are probably there to harass, distract, and block,
but aren’t expected to win the game against the opposing squad. Targets are selected based on how much of a
threat they are to Vader, dials and actions follow accordingly.
Now, if your only way
to win a game is to keep Vader alive, the opponent knows exactly what they must
do to ensure victory: Kill Vader. If you, with Vader, can also win by
destroying the opposing squad or by denying engagement, you have more options,
and your opponent is less certain about which strategy you will pursue.
Squad 2: 4 X-wings
This second squad has
four generic X-wings with equivalent initiative and upgrades. It’s a fairly strong jousting list but not the
best there is. As a jousting list, it
wins by doing as much damage as possible to the opponent. However, knowing this, a couple of situations
can make things very hard. The classic
strategy against a superior jousting list is to try and maneuver ahead of the
engagement to break up the formation.
This usually means trying to “drag them through the rocks”, to get a
squad to chase and then either take damage, lose actions, or lose coherency. High efficiency squads with ships that end up
operating independently rarely win.
The reality is that any
well designed squad has multiple ways it can win. This isn’t any kind of advanced insight on my
part. However, I expect many players
don’t actively think of this when they’re approaching a game. They either don’t have a plan at all, or they
have their one plan and pursue it without considering others until their
initial plan fails. I’ve done this
myself plenty of times. A cunning
opponent will take advantage of this narrow focus. If they identify the one way
you are trying to win, they know what your ships will need to do to accomplish
this goal, and therefore will know what they need to do to counter those
moves. If you have identified multiple
paths to victory, and keep those paths open as long as possible during a game,
you can either keep an opponent guessing as to which path you will take, or you
can take advantage of an opponent fixated on countering your most obvious
path.
Multiple paths to victory
Squad 1: Vader/Miniswarm
Back to a Vader example
(a simplistic one admittedly). If you
have identified that you must keep Vader alive to win, you won’t take any
unnecessary risks. This means you can
only commit Vader to the attack when there is minimal risk of return fire. A cunning opponent knows that by having some
portion of their squad always able to turn to attack Vader, Vader must be
cautious when planning dials. This
allows the threat of an attack on Vader to neutralize Vader, even as the
opposing ships decide to focus on Vader’s wingmates. This situation favors the opposing squad
heavily as half your squad (Vader) is not contributing. However, if you think Vader’s wingmates can
carry the squad to victory without him in some instances, Vader can be a part
of an attack. The mere threat of attacks
against Vader no longer neutralize him, and the engagement proceeds on a more
even footing. Even if you are not
willing to risk Vader, if your opponent thinks Vader may become engaged despite
the presence of a threat, some resources that would be spent against the rest
of your squad may be spent attempting to engage Vader.
It is your goal as a
player to obscure your initial chosen strategy as long as possible to give the
opponent as few turns as possible to react effectively. For this reason, circling Vader in a corner
away from the fight is a terrible idea.
It gives maximum protection to Vader, but it makes your strategy obvious
and keeps half your squad out of the fight.
Flanking wide with Vader is better because he is fairly safe, but will
be able to engage more quickly once an opponent engages on the other half of
your squad. Flanking closer (closer
meaning that Vader can engage on the same turn as his wingmates, although
that’s not necessarily close on the table top) means the opponent now has less
information about what will happen next turn.
They know that if they commit against wingmates, they might have Vader
unopposed on their tail. This situation demonstrates
why high Initiative and upgrades like Advanced Sensors and Supernatural
Reflexes are so powerful. The decision
to attack or avoid with Vader can be made once one knows what strategy the
opponent is pursuing. They allow
decision making to take place with the maximum amount of information, your OODA
loop is faster than the opponent’s, you are more often responding to the right
situation, they are most often responding to the wrong one.
Squad 2: 4 X-wings
Options are similarly
important for our 4X squad. Odds are
that avoiding damage through engagement denial (and then winning through Final
Salvo) is another path to victory. This
option allows you to avoid the classic strategy against efficiency lists
discussed previously. You can stay in
formation in a region of the board you consider advantageous, engaging only
when you think you have an advantage. Maybe
you are confident engaging through the rocks anyway, but simply having the
option to deny engagements and have a good chance at victory provides a
backstop against your squad being strung out and engaged piecemeal.
Once the engagement is
initiated, the 4X squad helps keep options open by having multiple ways to
engage. In contrast to a high initiative
centerpiece squad, multiple identical ships don’t have strength concentrated in
one element. This can be advantageous in
that it is less obvious where the attack will originate from. It could come from three directions, or any
one of four (or five or six) ships could be a blocker, with the others used for
attack. Additionally, self-bumping can
allow positions impossible to single ships operating alone. The quantity of blocking positions available
to 4 or more ships that can move in any order is huge, and can present a
significant analysis burden to the opponent in a situation where time is rarely
on their side. They are forced to make
plans with no idea what the board state will be once their dials are revealed.
Maximizing Options
The principle of
maximizing the decision burden on the opponent by maximize your own options
applies from overall strategy down to dial selection on any given turn. Ostensibly one could pick any one of the dozen+
maneuvers on a dial. The reality, of
course, is that only a few of those, perhaps only one, could be considered
“good” moves. Ideally, you want a ship
to be able to attack from relative safety.
Failing that, you’d like to avoid high quality attacks from the opponent
and/or bad damage trades. Failing that,
you want a maneuver to keep your ship safe and allow future attacks to be
prepared. Sometimes you have to settle
for just getting a ship out alive. Mixed
in to all this, of course, is your opponent’s decisions. The majority of the time, they should be able
to do something to counter a move to attack, which means if you have only one
aggressive move, there’s a good chance it won’t work. A good opponent will either bail out to avoid
the attack, or move to block you, or set up a kill box. Multiple ways to attack make it harder for
your opponent to predict where you’ll be, which means your moves will be
countered less frequently. The other
side of this coin is to try and set up your attack from a zone where your
opponent has few maneuvering options.
If, for example, an asteroid is in the way of the moves your opponent
would take to counter your attack maneuver, you can make that maneuver more
safely. It is often said that players
need to be thinking about future turns when planning dials as well as the
present turn. It is the author’s opinion that this is the primary thing to
think about when planning for subsequent turns.
Maneuvers should be selected to keep the most options open for future
turns so one does not become restricted and then predictable in their
maneuvers.
There’s a quote I’ve
heard about X-wing. I can’t remember who
I heard it from. The essence of it was
“The player who wins X-wing is the player who commits last”. While not 100% true, it’s true often enough
that it’s an important proverb to keep in mind.
When you commit to a course of action, you begin restricting your
possible moves. You become more easy to
predict, and therefore more easy to defeat.
Endeavor to keep your options open and your goals obscure, and you force
your opponent to make decisions with as little information as possible.
Thanks for reading.
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