Article 5: Critical Turns and other musings
November has been a really
busy month for me, and I haven’t had the time to work up the third full “X-wing
basics” article. I have been thinking
about a couple of related topics the last couple of weeks, though, and thought I’d
write about that in the meantime. This
is part general theory, part squad review, part random musing. I hope it’s useful to you readers.
The Critical Turn
Part 1: What is a Critical Turn?
Many games of X-wing have
a critical turn. It’s not always obvious (although it can be), but it’s a
turn where the decisions that are made commit a squad to a course of action for
several subsequent turns, or even the rest of the game. Recognizing a
critical turn during the planning phase is essential, because that’s where a
player’s decisions matter the most (Supernatural Reflexes, Advanced Sensors,
etc. notwithstanding, see Article 1 for an in-depth look at this). A turn could be critical because it locks a
player into a set of maneuvers due to obstacle or board edge constraints. A turn could also be critical because it exposes
key ships to damage, and that damage forces different strategies to be used to
keep key ships alive as long as possible.
A turn could also be critical because it puts opposing ships into a
position where they can easily pursue and have quality shots for several
subsequent turns.
In short, a critical turn
is a turn where a few decisions have consequences with far more significance
than those types of decisions at other points in the game. For example, the first turn dial selection is rarely critical. It is often important, but barring a really
terrible decision, it does not usually define the game. In contrast, dial selection in the planning
phase that leads to the first engagement is frequently critical, as it does
much to define how the first set of exchanges plays out.
Critical turns often
feel like gambles. The opposing squad often has two or more obvious
options (for example, go fast or go slow), and a player must decide which
option to counter, typically with incomplete information. This drives
players to design and use squads that minimize critical turns. There are
two principle ways to minimize critical turns:
1.) Delay the
decision point to gain more information before making the decision for the
critical turn (high Initiative with Supernatural Reflexes/Advanced Sensors),
and
2.) Maximizing defenses
so that poorer decisions have reduced impact.
These mitigating
strategies serve to convert one big decision into many smaller decisions.
This is a worthwhile goal to aim for if you think you generally make a lot of
good decisions. It lets you stack up good decisions, but not worry too
much if one is occasionally wrong. Let’s
look at the hall of fame power lists from 1.0 X-wing for examples of squads
minimizing critical turns.
Dengaroo:
Repositioning high PS Turret: Not required to commit to a line of attack,
so Dengar rarely had any moves where he couldn’t respond in some way after
dials were set and revealed. (category 1)
Countermeasures/Glitterstim: Beyond the every-turn Dengaroo nonsense,
these cards gave him a “get out of jail free” card if the player managed to
still get him in a terrible position. (category 2)
Miranda + whatever:
Repositioning high PS Turret: Never had to commit to an attack line
except for occasional ordnance salvos. (category 1)
High Defense + Regeneration: Poor play that got her damaged was mitigated by automatic defenses and steady regeneration. Bomb dropping added to the
defense because effective pursuit was complicated by the need to avoid bomb
damage, while her regeneration capabilities kept going. (category 2)
Palp Defenders:
Massive defenses and solid HP counts: Allowed many attacks to simply have
no effect. These defenses were largely
dial agnostic as well (blocking or overlapping didn’t really matter to the x7
title and Palpatine). (category 2, but
so much category 2)
There have emerged lists
in 2.0 that also attempt to reduce critical turns. Boba Fett
(particularly with Han Gunner) uses highly modified dice to limit incoming
damage in situations that would see other ships off the board. Ships with
Supernatural Reflexes or Advanced Sensors allow powerful centerpiece ships so
much movement flexibility that very few decisions lock them into a course of
action for more than a turn.
At the other end of the
spectrum are lists that attempt to force critical turns. The most common
way you see this done is through Alpha Strike lists or strong jousting
lists. They attempt to set up early critical turns where the opponent
must execute successfully or take too much damage on early turns to recover in
the time allotted. Generally speaking, lists that have avoided critical
turns have done better than lists that force critical turns, because lists that
force critical turns allow more counter-play and can fall victim to their own
critical turns, such as when alpha strike lists don’t get their alpha strike
off. More successful, however, are
squads that force critical turns in more unexpected ways. ASLAM K-wings were able to use Cluster or Proximity
Mines to attack ships before those ships even revealed a dial. This ability both forced a critical turn
against high defense ships that typically did a good job avoiding critical
turns, and it moved the critical turn for the victims up one turn compared to
where it would normally be. The critical
turn was no longer the planning phase just before the first engagement, it was
the planning phase the turn before that.
This ability short-circuited the normal way of thinking about the game,
and while players partially adapted, the squad was problematic until ASLAM was
eventually nerfed.
Part 2: List analysis of Saber Squadron
I started thinking about
this idea of critical turns because I have been flying a really interesting
squad lately. Interesting to me, at
least. The squad in question is 4 Saber Squadron Aces with Crack Shot and
Gideon Hask with Crack Shot, for a 195 point total cost. The squad
forsakes a lot of defense for great maneuverability, great offense, and high
Initiative for a 5-ship list. Out of a dozen or so games, I’ve only lost
once, and some of the wins were against matchups that I felt were decidedly not
in my favor. Furthermore the wins have rarely been close, often having 4
ships on the table when the game is over (and it’s always over before time is
called). This is not to say I’m a great player. I’m a good player,
but the results with this squad have been a marked improvement from my record
in both 1.0 and 2.0 versions of X-wing. Consequently, I’ve really started
to drill down and try to figure out why this squad is acting so differently
from most of the squads I’ve played.
On paper, it’s
rather like an alpha strike squad. 5x3 dice attacks, some likely
triggering Crack Shot do quite a bit of damage. Yes, there’s technically
4x3 dice attacks + 2 dice attack that’s sometimes 3 dice, but in practice it’s
very close to 5x3 dice attacks. There is also a swarm element to it, but it
doesn’t have the intrinsic toughness of swarms as it’s only 5 hulls instead of
6-8. Neither alpha strike, or swarm, or even the combination is
especially notable, however. There has been no shortage of squads that
have done that kind of thing in the history of the game. The aspect that
really sets it apart, in my experience, is the speed and maneuverability of the
squad.
Typically, alpha strike
and heavy jousting squads have centered on hulls that are not very
maneuverable. In 2.0, these squads are things like TIE Bombers (Barrage
with Jonus or Proton Torp with Jendon), Rebel Proton Torpedoes, and TIE Fighter
swarms. Something all of these squads have in common is that they don’t
have very flexible positioning. They’re either made up of low maneuverability
ships or locked into Range 1 of support ships for maximum offensive
power. This makes determining the squad’s future location a relatively
straightforward process, and it makes avoiding the worst of the attacking power
a manageable thing for ships that rely on positioning to win.
With a highly maneuverable
squad such as the Sabers, however, their position from turn to turn is not easy
to predict. They have a huge range of final
position, from a 5-straight + boost forward, to a 1-hard+barrel roll backwards. They can easily turn to bring most of their
guns against flankers, they can range control against ordnance, and they can
move to avoid bombs. They can block
extremely effectively. With 3 dice + the
occasional Crack Shot trigger, even one is enough to do significant damage to
opposing ships. Perhaps most
significantly, the speed lets them converge from widely deployed positions onto
one of many ending positions, and the opponent cannot know what area of the board
will be focused on.
This brings me back to the
discussion of critical turns. There is
an element of the ASLAM K-wings to this squad.
The Sabers move so quickly that by the planning phase of the engagement
turn it is too late to avoid them. Consequently, the squad is both forcing
critical turns by being a high-firepower alpha strike list, and it’s moving the
critical turn up a turn because of the terrific speed. That maneuverability also allows it to
increase the frequency of critical turns.
Unlike a swarm wheeling to one of a few places or losing power due to
breaking formation, the individually dangerous Sabers can break up and continue
to put pressure on multiple ships, and then easily reform against a single ship
the next turn. The price you pay for the
squad is the low hit point count, so it’s far from an easy squad to play, but
it’s been the most interesting and enjoyable squad I’ve played in 2.0 so far.
Thanks for reading.
If you like the saber squad, try 4 i1 fangs with escape craft coordinate...
ReplyDeleteThe same speed and red dice but with terrifying ship ability
It's definitely on my list of things to try. The Sabers aren't Hyperspace legal, so I'm looking at Fang lists to switch to. Thanks for the suggestion.
ReplyDelete