Article 2: How to Joust Less Badly
Jousting is the first technique any new player to X-wing
learns. It’s basically pointing your
ships at the other player’s ships and moving forward. If you have two new players in the game,
frequently games are played entirely this way.
If you have two experienced players, there’s often a lot of maneuvering
that happens before the joust, but a joust still happens. Historically, ships with turrets were the
only kinds of ships where jousts wouldn’t be the likely initial form of combat,
but even then jousting wasn’t necessarily a bad idea (I’m looking at you, NyMiranda). In 2.0, however, the reduction in the
efficacy and flexibility of turrets means jousting is going to take even more
prominence. Players that want to
maximize their odds of victory will still need to damage and destroy opposing
ships. On top of this, the Final Salvo
rules mean that squads that are content to try and win without taking any
victory points are almost always the squads that are most powerful in the joust
anyway, so weaker jousting squads will have a stronger onus to engage, despite
being more likely to suffer in the head-to-head joust.
To think about this issue, I want to look at a few different
scenarios, who they favor, and why. The
goal is to give a player something to think about when they’re setting up a
joust or maneuvering before the initial joust.
What is their squad good at, and what sort of situations should they be pursuing
to maximize their squad’s strengths.
1.) Two
squads line up and joust in open space:
An oft-quoted adage for X-wing is that if
both players joust, at least one of them is wrong. This is because there is typically only one
squad for whom jousting is advantageous, and if jousting efficiencies are
fairly even, they’re probably both making a mistake by leaving the results up
to dice instead of skill. It’s not quite
as simple as it’s often made out to be, however. An initial joust can favor one squad for the
first turn, but the other squad on subsequent turns. The best 1.0 example is Crack Swarm vs Triple
x7 Defenders. The Crack Swarm front
loads the damage, and is much stronger on the initial joust, whereas the
Defenders might be weaker on a head to head joust, but are very strong on subsequent
turns because the white K-turn allows full efficiency after the
turnaround. If they jousted each other,
it might look bad for the Defenders after the first turn’s dice are rolled, but
they could find themselves in a very good position on subsequent turns. (Note:
I understand the matchup would be much more nuanced than this, but it’s
a simplified example).
Generally, the stronger jousting squad IS
going to be the one that benefits from the open field joust, especially because
the stronger jousting list typically has more ships and appreciates the extra
room to maneuver that the open field provides.
How to get the most out of the open field
joust:
1.)
Your
initial damage cripples the opposing squad.
Example: A Howlswarm takes a ship
off the table.
2.)
You can absorb initial damage, but can make
un-returned shots on the subsequent turns. Example: A bunch of I3 X-wings block the K-turns of an
I1 TIE swarm with their initial engagement position
3.)
You control range to maximize the range bands
where your squad does damage, but minimize the opponent’s optimal range
bands. Example: Ordnance alpha strike engaging at Range 3, or
a non-Ordnance squad engaging Ordnance alpha at Range 1.
4.)
A smaller, less efficient squad is offset so
that all of its firepower can be applied to part of a larger, more powerful
squad, while the larger squad can only apply some of its firepower to the
smaller squad.
Generally, if you can make one of those
four situations happen (that list isn’t exhaustive), you can make the open
field joust work for you.
2.) Two squads maneuver for a while and then
joust in open space:
This happens a lot. Two squads run by players that like to think
they’re too savvy to just straight joust will run around for a while before
jousting. This is not time wasted if turns
your open field joust from a disadvantageous position to one of the
advantageous positions described in the previous section. Obviously, it’s pretty bad if you make your
position worse.
The other major factor to consider
is how a squad loses its power. A
Howlswarm loses a lot of power early (when Howlrunner dies). Ordnance alpha strikes lose a lot of power
early as their munitions are expended.
Durable, low ship count lists lose power late in the game because it
takes so long to kill them. Squads that
lose power early like to spend a lot of time setting up the right maneuvers,
because it means a higher percentage of the combat turns involve their spike
offense. Squads that stay strong in an
extended engagement want to engage earlier (all other things being equal)
because it gives them more time to grind out damage and leverage their
endurance. The kicker is that the
long-term squads usually need to be more careful of the engagement to avoid the
lion’s share of the spike damage of front loaded squads, so this can be tough.
3.) Two squads line up and joust through
obstacles.
4.) Two squads maneuver for a while and then
joust through obstacles.
These two situations are extensions
of their respective open field jousts.
The same strong and weak positions in the open field hold for jousts
involving obstacles with a few additions.
1.)
Obstacles
can take the position of ships for preventing effective turnaround moves. If a significant portion of a squad has to
K-turn over some rocks to remain engaged, then fly over those rocks on the
subsequent turns, they probably won’t make that K-turn.
2.)
Obstacles can provide more or less cover
depending on the ships involved. A lower
footprint squad has an easier time getting a defensive bonus on all their ships
by having a single large obstacle between them and an opposing squad. If the majority of its members can draw an
open shot on a single unobstructed target, while much of the opposing squad has
an obstructed shot, then the smaller footprint squad has a big advantage. This dovetails into the offset joust position
described for the open field joust. An extra
defensive die from an obstacle is also more significant the smaller the
individual attack. A bunch of 2-dice
attacks are hurt much more by an obstruction than a few 4-dice torpedo
strikes.
3.)
Obstacles restrict maneuvers, especially repositioning
maneuvers. If find this heavily favors
squads that have ships that move first, because attack lanes can be blocked,
forcing later moving ships to turn away or risk getting multiple shots against
them with no actions to mitigate those shots.
This maneuvering restriction also makes it more likely for ships to land
in specific range bands in relation to the opposing ships. This can be exploited or avoided depending on
the relative strength of your ships.
5.) One squad flanks unsuccessfully.
Oftentimes pre-engagement maneuvering
doesn’t do enough. One would like to
engage from an advantageous position, but maneuvering the squad as a unit can’t
always make that happen. This situation occurs
when one begins to look at splitting a squad into multiple elements to attempt
a flanking position. Unfortunately,
splitting forces can let some bad things happen:
The flanked squad can engage one element (either
flanking or main) before all of your elements can engage. If your flanker takes too long, or if the
opposing squad is maneuverable enough to turn in on your flanker before the
main body of your squad can engage, you end up with 100% of the opposing squad
taking shots but receiving shots from <100% of your squad. The greater portion of the squad that a
flanking element is worth, the bigger the risk of mis-timing the flanking
maneuver is because if the flanking element gets jumped, you lose a greater
portion of your squad, and if the main element is jumped, the firepower
disparity is greater.
6.) One squad flanks successfully.
A flanking
maneuver can be successful and deliver dividends for the rest of the game. It can be successful in a different ways,
however, and these different ways will be optimal for different squads. Keep in mind what you’re going for if or when
you attempt to flank. That will
determine how you decide to flank.
1.)
Preserve
the flanking ship:
If there is a small, but
important flanking element, the opposing squad can be punished no matter what
is done. A fast, hard hitting ship that
can escape if the opposing squad turns in against it is ideal. It should be cheap enough to keep the main
element of the squad strong enough to hold the opponent’s attention, but
significant enough that ignoring it gives the flanking squad an advantage. Three situations arise.
The first is that the main
element engages before the flanker. This
is okay if the main element is efficient enough or if the flanker is important
enough. If preserving the flanker for
the end game is the highest priority, one should err on the side of this
result.
The second is that the main element engages at the same time as the flanker. This is good, because it preserves the flanker without diluting the squad’s firepower on the initial engagement turn.
The third is that the flanker engages first. This is great because the flanking element is effectively getting free shots before the main engagement. The downside is that this is the situation that most frequently leads to the opposing squad turning in and engaging your flanker with a huge disparity of forces. This is where the ability of the flanker to GTFO is really important. If it can’t punish the opposing squad for biting on a flanker (usually by bugging out to avoid shots), there is little to prevent that attempt. If the opposing squad bites on the flanker, but then exposes its flank to your main element, that is often a very good situation, but might not be worth losing a flanker for, so caution is needed.
2.)
Maximizing good moves for part the flanking
squad:
If there are two roughly equal
elements, with one flanking, and one manages to have them meet the opposing
squad on the same turn, then half the squad can be set up with a significant
positional advantage. Half the squad
will be in a joust, but the other half won’t be. This lets them take more offensively oriented
actions (Lock vs Focus, for example), more importantly, it means pursuit moves
on subsequent turns aren’t red. As two
squads meet in a joust, they typically perform red turnaround moves after
shooting at close range. If half your
squad can keep the opposing squad in arc by banking or turning instead of
K-turning, you will have ships with actions which can exploit opposing ships
without actions. For large footprint
squads like a swarm, it gives a larger area of operation, expanding the
possible maneuvers and reducing the chances of unintentionally bumping.
3.)
Forcing the opposing squad to commit:
If the opposing squad must fly in a tight formation to maintain maximum
effectiveness, a split squad and good turn 0 setup can force an opposing squad
to pick which of the elements to attempt to engage. The presence of asteroids, for example, can
prevent a squad turning in to engage a flanking element effectively, meaning a
larger flanking element is possible.
This is the “best of both worlds”, combining the advantages of scenarios
1 and 2. One advantage here is that if
it doesn’t quite work out, it collapses to scenario 2, which might be okay
anyway.
7.) Both squads disperse and individual
elements have multiple small engagements:
Okay, we’re really not jousting anymore. Sometimes both squads decide to flank, and it
ends up with multiple 1v1 or 1v2 battles.
Like jousting, this will almost always favor one squad, but it can favor
squads in different ways. Knowing what
you’re trying to do and how your squad tries to win will help you decide which
of these scenarios you want to pursue (or avoid).
1.)
One squad
is more reactive than the other:
This is the typical scenario when a
squad has a higher Initiative repositioning squad dispersed against a lower
Initiative efficiency squad.
Individually, each reactive ship has an advantage of only having one
blocker to contend with or one arc to dodge.
Each ship is in a 1v1 fight where its maneuverability or token advantages
count the most. Once a ship achieves
victory against its opponent, the game rapidly snowballs as the victor moves to
support its allies.
2.)
One squad
is faster than the other:
Another scenario is that ships are
poor in 1v1 fights, but can move large distances each turn. In this case they might spread out encourage
an opponent to spread out, but then use their speed to converge faster than the
opposing squad can. The effectiveness of
this strategy depends on how well the fast ships can manage a disadvantageous
position before jumping to support their allies.
3.)
Uneven
match-ups occur:
Sometimes squads have a variety of
ships. Some efficiency, some reactive,
some support. In this case, the goal is
to identify where advantages can be exploited or weaknesses mitigated. If a 50 point ship can sufficiently occupy an
80 point ship without rapidly becoming damaged or destroyed, the advantage it
buys the rest of the squad might be worth it.
Alternatively, 120 points of a squad might harass 150 points of a squad
while the 80 point ship beats down a 50 point ship for some free damage. It all depends on the individual ship
matchups, players, and situation.
Hopefully this gives you some things to think about next
time you really just want to line ships up and run them forward. Let me know if this has been helpful, if
something needs clarification or expansion, or if I’m just full of crap.
Thanks for reading.
Very Nice! You recommend some sample games to watch?
ReplyDeleteSorry, I don't really have sample games I can suggest, but only because of don't get a chance to watch a ton of streamed games.
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