Article 3: X-wing Basics 1, Threat Maps
Author's note: After two fairly meaty opening articles, I kept stalling out on the articles I wanted to write. Consequently, there are a handful of partially completed articles that didn't get finished because I found it difficult to convey the ideas I was trying to discuss. My free time has also been throttled back a bit lately. Because of this, I decided to start chopping ideas up into smaller pieces to make it easier for me to write, and perhaps easier for you to read. The result will be a series of "Basics" articles focused on ways to think about the postitional nature of this game. If you've enjoyed the lengthy nature of the first two articles, I apologize, I hope to have a few more of those in the future. For now, this is what I've got.
There are a lot of ways to approach this game. It’s easy
to approach as a card game, by focusing on card or attribute interactions to
maximize the strength of the particular pieces you select to use. That's also the easiest aspect of the game to talk about, so it is consequently the aspect of the game
most frequently discussed. It’s just a bit harder to look at the overall
meta, using expected frequencies of opponent selections to inform which ships
you decide to bring to a game. Requiring further work is thinking about
the game in 2-dimensional space. This is harder because it’s both a more
complex idea, but more significantly it’s a more difficult type of thing to
discuss using just words. This is a part of the game that I find
particularly interesting, however, and the next few articles will discuss the basics of looking at the game from this point of view. They will start from a very
basic 2-dimensional view of ships and work up to coordinating movement between
multiple ships to achieve a desired result. As always, this is just one
man’s opinion. The thought process I’ll describe is something that has
worked well for me when I'm making decisions during games, and it’s an area of the game that I’ve not seen extensively
discussed.
Article 3: X-wing Basics 1, Threat Maps
When most players consider a ship’s raw strength, the first
thing they look at, appropriately, is its basic stat line. There is good
reason for this. The stat line, along with the dial, is what determines
how the ship operates on the board. The stat line is more complex than
this, however, because while ships are a collection of offensive and defensive
numbers, these numbers aren’t directly compared, as Creatures in Magic, for
example. They are modified by ship abilities, ranges, obstacles, and
support from other ships. While a creature in Magic compares its strength
directly against another creature’s toughness, an attack vs defense value in
X-wing has many other factors. Consequently, a ship’s ability to inflict
or sustain damage (and therefore win the game) is not a zero-dimension
intensity value, but a function of a variety of factors.
Threat Level:
Very High: 4 dice, more than one modification (red)
High: 4 dice modified (orange)
Moderate: 3 dice, modified; 4 dice unmodified (yellow)
Low: 2 dice, modified; 3 dice unmodified (light green)
Very Low: Worse than 2 dice modified (dark green)
Our
humble TIE Fighter has a threat of Moderate at Range 1, Low at Range 2, and
Very Low at Range 3 due to the extra defense die granted. An X-wing would
be High/Moderate/Low. Looking at the diagrams, we immediately see things
that are not obvious from the stat line. The higher threat zone (Range 1)
covers a very small area, while the lowest threat zone (Range 3) is far and
away the largest area.
A note on
the following figures. I thought about just
using captured Vassal images, but that ends up being a bit disingenuous,
because they eye, or at least my eye, isn’t so precise. These childish freehand drawings using the
mighty MS Paint are probably more accurate as to what is in my head when viewing
a board, and it makes it easier to use splashy colors quickly and easily.
Secondary
weapons like Proton Torpedoes increase the threat if certain requirements are
met (range and Target Lock in the case of Proton Torps). The effect of
this is even greater when you look at the threat map. For two shots per
game, any ship you can lock can be hit with a High Threat attack at any range,
not just Range 1.
This
brings us nicely to the next facet of a threat map. The map is different depending on the target. A Red Squadron Veteran with Proton Torpedo
will be able to use that Proton Torpedo much more easily against an Academy Pilot
than Gideon Hask. The Academy Pilot
moving at I1 sees the full High/High/High threat map of the proton torpedo
armed X-wing far more frequently than I4 Hask, who moves after. Similarly, some ships can sustain attacks
better than others. A TIE Defender with
Focus/Evade certainly has much less to to fear than an X-wing with just
Focus. The extra defense die and tokens
allow the Defender to ignore a single 3-dice attack almost indefinitely in the
context of a 75 minute game.
Consequently, a normal X-wing has a threat map more like a Moderate/Low/Very Low
threat map against a TIE Defender, and the Torpedo armed X-wing is Moderate at
all ranges as opposed to High vs a “normal” target.
The complexity is enhanced further by the presence
of asteroids. The asteroid casts a
shadow on an area, reducing the threat in that shadow because of the added
defense die.
This is, of course, a simplification. An extra green die on a ship with no tokens is of limited utility, while an extra green die on a Focus/Evade ship or a ship with defensive rerolls will have a much greater impact. We remember that tokens are one use, of course, which means that two firing arcs on a target has statistically more than double the effect of a single firing arc. This makes the regions of overlapping arcs have an especially high threat (potentially maxing out the simple scale discussed above.
On top of
the effects discussed above, threat maps change with the game state. Early in the game, a single damage on a key
ship is problematic. Damage adds up over
time, and even one damage is a significant step on the path to half points
against a ship like Darth Vader or Luke Skywalker. In cases like that, one might be justified in
increasing the threat of the map generated by opposing ships against an
end-game ship. As the game progresses,
ships either take damage, or they don’t.
A ship with a single hit point remaining likely views any arc as at
least a “high” threat. Conversely, an
undamaged ship may view any single attack as a “very low” threat. This is further nuanced by the current state
of the game. A player ahead by a small
margin on the last turns of the game can rarely afford to take extra damage just
to get into a better position, they need to make good immediate damage trades,
and preferably take no damage at all. A
player behind on the last turn must do damage to get a victory, and so might
ignore the threat posed by an opponent’s ships entirely, knowing that their
only hope for victory lies in favorable dice variance. At this point we see that the arbitrary threat assignments as previously laid out are really of limited use. What matters as a player is how much a ship needs to avoid a certain area. At the risk of getting less quantitative, I think it's actually more useful to think of threat values more like this:
Very High: Going here can make it very difficult to win
High: Going here can make it harder to win
Moderate: This place will favor my opponent more than me
Low: This place is okay, but might cause some problems
Very Low: This place is probably fine to be in
We can
see now that a simple attribute of number of attack dice has an effect on the game that
is anything but simple. The threat map
it generates changes every turn, dependent on tokens, range, obstacles,
supporting attacks, and game state. This
fluidity is where the game of X-wing becomes, to me, especially interesting. The coordination of ships to mitigate an
opponent’s threat maps and maximize your own on important turns is. what keeps
me coming back to this game, even in the darkest days of 1.0. The next article in this “Basics” series will
focus on ship dials. We have to get our
threat maps where they need to be, and the dials take us there.
Thanks
for reading.
Fun article to read. Well presented topic and concise article. Thank you
ReplyDeleteThanks for the kind words. I aim to be helpful.
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