Generic selectors
Exact matches only
Search in title
Search in content
Search in posts
Search in pages
Filter by Categories
Early Preview
Events
Journey to the European Championships
Snap! Review
Supported Kickstarters
Table Top Gaming
UK Games Expo 2017
Uncategorized
X-Wing Blog
Generic selectors
Exact matches only
Search in title
Search in content
Search in posts
Search in pages
Filter by Categories
Early Preview
Events
Journey to the European Championships
Snap! Review
Supported Kickstarters
Table Top Gaming
UK Games Expo 2017
Uncategorized
X-Wing Blog

X-Wing Manoeuvres, Tips & Tricks

X-Wing is a game of millimetres but sometimes those millimetres can appear to be subjective. This post looks at one of the core fundamentals of the game -movement, and will hopefully make you a little more confident about some manoeuvres that you may not have taken for fear of landing on asteroids or flying into the abyss. I'll also go over some other tips and tricks I find useful.

Range Dimensions

The beauty of this game is how all the dimensions of range, manoeuvres, ship bases (and even the dials!) are proportional and just seem to fit together rather nicely. Knowing some of this can really help to gauge where you finish when you perform a manoeuvre.

Small base=1-forward template

Large base= 2-forward template

5-forward=Range two (on range ruler)

These are but just a few see below for some great posts that go into great detail about some of the more difficult manoeuvres.

4-K turn to the edge

Ah the edge of the playing field, guaranteed destruction if one ventures to fast and it always seems further away than it is. Luckily we know how far away it is if an asteroid at range two from the edge is and using the knowledge from above, we know that if you're in line with an object we know that a 4-K turn will be a safe one.

Hard Turns at the board edge

It can be hard to gauge how far forward you move from a hard turn. I'm guilty of performing a 3-turn at the start of the match only to be greeted with an asteroid to the face because I deployed too far forward. Lets see how to make those initial manoeuvres a little less humiliating.

Placing a ship 1-forward from the edge will save you from certain doom when performing a 3-turn. Any further than this then you run the risk of hitting obstacles placed a range two from the edge. A ship placed as far forward in the 'range one' zone will be safe when performing a 2-turn.

       

Middle of the board (include decloaking speeding forward)

A ship placed directly in the middle of the board can almost reach range three of the side edges after performing a 3-turn. There's a few shenanigans you can do with TIE phantoms to really catch some people off guard!

       

  1. Whisper performs a 4-straight and cloaks
  2. Next round decloak forward, perform 3-turn and barrel roll forward. You finish up pretty much touching their deployment zone at range 3 BY ROUND 2!

Staying (relatively) in place

This is a handy tip for ships that can hard turn AND barrel roll may find useful. The outcome of these manoeuvres is that a ship will be close to where it was the previous turn in regards to its position and orientation.

Turn 1

  1. 1-Turn left/right
  2. Perform a barrel roll in the same direction to which you turned
    1. Barrel roll as far back as possible

Turn 2

  1. 1-turn in the opposite direction from the previous turn
  2. Barrel roll in the same direction that you turned
    1. Barrel roll as far back as possible

         

Voila, you are back to where you were (well.......almost). This could be handy when slow playing at the start of a game to see where the opponent is going.

Dancing around Obstacles 

Obstacles can appear tricky when trying to move around them due to the odd shapes they are. One thing I found particularly hard to envision was whether a turn will result in the side of my base overlapping it. Here, this will help put your mind at rest!

         

If the front of your ship is aligned with the edge of an obstacle, you can 1-turn around it without clipping it. Not advised but its possible to fly around the largest asteroid using only 1-turns, 2-turns make this a lot easier.

A ship can not escape its own firing arc

Apart from a few caveats (i.e. slam, boost & barrel roll, other janky manoeuvres I can't think of off the top of my head), a ship cannot perform a manoeuvre and escape its own firing arc.

Handy information to know where they may end up, even better so if you know the dial of the other ship!

Practice....Practice.......Practice.......

The single handedly best tip/trick I can offer is to simply practice flying. Just set up some asteroids and fly around them and get a proper feel for the speed and position of ships after they have manoeuvred. You don't have the pressure of your ships getting shot at so fly them until your hearts content!

Hopefully these tips and tricks be as handy to you as they are to me. Are there any tips or tricks you know of that I haven't covered? I may do a formation flying or large ship post if there's enough interest!
Comment below and I'll involve them in a future tips and tricks post.

Earn your wings- This fantastic guide goes into great detail about the dimensions of the ships and has loads of tips on flying well.

X-Wing Strategy Videos- Here is a YouTube playlist that covers so basic flying.

Twitter
Facebook

Recent Posts

GAMING LARK

Contact us gaminglark@outlook.com

Copyright © Gaming Lark 2017

Menu