Today
I present part 2 of a series where I talk about some of the more advanced aspects of X-wing Miniatures. Last week we took a look at
the Pillars of X-wing and how they affect players' game tastes and squad building. In
this article I want to delve into some of the nuances of how one wants to place
obstacles during a match. We will go over how obstacles play a role in
competitive tournaments. Then we will take a look at how certain build
types, pilots, and upgrades work best when paired with a specific obstacle
deployment. Let's jump right in.
For
beginning players, here is a review of the use of obstacles in competitive tournaments. Each player picks
three obstacles along with their 100 point squad. These
obstacles are locked: you cannot change them and you have to use them
in each match of the tournament. Your pick of three can come from any of the
obstacles found in the New Hope Core Set, Force Awakens Core Set, Decimator
Expansion, or Outrider Expansion. Obstacles that come with Epic expansion packs
are not tournament legal.
There
are two types of obstacles that you can pick: asteroids and debris
fields. Both are themed very well with the game mechanics they provide.
Asteroids act like what they are: really big rocks. If your maneuver template
clips one then you must roll an attack die to see if you take damage and have
to skip your action phase as you "swerve" to miss the obstacle. If
your final base position lands you on an asteroid then you can't attack for
that round. Debris fields act as stationary flechette stressors. If your final
base position or maneuver template touches a debris field then your ship
immediately receives a stress token and you roll an attack die. You are only
worried about critical results here as your ship passes through
a cloud of deadly space shrapnel. The biggest difference, though, is that you
can still attack even when your base is on a debris field. So while asteroids are
big death traps you want to miss, debris fields can actually be tactical
positioning tools.
The
next thing I want to review is Initiative. Usually the player's desire to take
Initiative is based off of Pilot Skill. But it also applies to obstacles. The
player with Initiative places the first asteroid and it goes back and
forth till both players have placed their three. Now if your obstacle strategy
is more casual or flexible then you're not really going to care who places
first. But if you have a strict, specific deployment planned then it can be very
advantageous to get Initiative and place first.
One
last thing before I move on. Since all players can take three of any of the
obstacles to a tournament, there is a good chance that there will be repeat
obstacles on the playmat. You can save a lot of time and stress by marking the
back of your asteroids in a distinct way. I place a blue, circular sticker on
each of mine. That way at the end of a game you can flip the asteroids and
easily pull yours out. This eliminates any need to memorize obstacles as well
as reduces risk of getting them mixed up.
Obstacles Paired With Squad Builds
Beginners
The
first obstacle deployment is the simplest: Beginners. If you are still working
on mastering the basics of X-wing Miniatures then you probably don't
want to be fussing too much over obstacle deployment. So the best thing you can
do is pick the smallest obstacles you have and get them out of your way. I
would greatly recommend picking the three smallest asteroids from The Force
Awakens Core Set, including the "mustache" shaped one. Then take your
three obstacles and place then at the minimum distance of Range 2 away from the
edges. That way they will be out of the way and less likely to bother you. You will only have to worry about your opponent's obstacles as you
deliberate your squadron's moves. Once you get some more experience and are
feeling comfortable, try branching out to a different style of obstacle
deployment.
Jousting
K-turns
This
deployment is very popular among players with Jousting ships that rely on
Koiogran Turns, especially Rebel fighters. In this deployment you place
your three obstacles in three of the four corners of the board. (Corner being defined
as the asteroid is at Range 2 of two of the playmat's edges.) The reason for this
is because of the length of the range ruler. Range 2 on a ruler is longer than
a 4 straight forward maneuver template. This means that if your X-wing or
Y-wing is facing the edge but is behind your corner asteroid, it can
successfully perform a 4 Koiogran turn. If your ship is facing the edge and is
beyond your corner asteroid, then you need to pull a hard turn instead to not
go off the board.
It
can also help with other lengths of K-turns. Since a small base is equal to the
1 forward template, you can use the base of your own ship to comparatively calculate its
K-turn in relation to your corner astroid. A Headhunter is able to do a 3 K-turn so it can be 1 small-base-length past
your corner asteroid and still make it. B-wings, with its shorter 2 K-turn, can
be 2 small-bases beyond. And a TIE Bombers or Interceptor trying to do a 5
K-turn has to be 1 small-base in front of the corner asteroid to not go off
the board. Take some time to practice these lengths and get comfortable
using corner asteroids to help your Jousting K-turns.
Maneuvering
Power with Obstacle Clusters
Apart
from ditching your obstacles at the edges, there are two
other ways to position your asteroids: in clusters and in lanes. An Obstacles
Cluster is defined as having three obstacles together and you CANNOT draw a
straight line through them. To create a cluster, and to prevent your opponent
from creating lanes, you want stagger obstacles so that they are never forming
perfectly straight lines. You also want to pack obstacles tightly at the
minimum distance of Range 1 away from each other. This creates weaving paths
that give greater power to ships with strong dials and movement actions. You
want to create clusters if your ships have better dials than your opponent, if
your ships have access to Boosts and Barrel Rolls, and if you want to make it
hard for enemies to fly in formations. That way ships like Arc Dodgers can
capitalize more off of their advantages and have a greater chance to outmaneuver
the enemy.
Non-Maneuvering
Power with Obstacle Lanes
The opposite of Obstacle
Clusters are Obstacle Lanes. An Obstacle Lane is defined as having three
obstacles together and you CAN draw a straight line through them. To create
lanes, and to prevent your opponent from creating clusters, you want to place
your first two obstacles randomly so your opponent doesn't see what you are
doing and try to stop you. Then place your third in the middle to create the Tic-Tac-Toe, three in a row. You also want to place your obstacles between Range 1 and 2
of enemy obstacles. That way your opponent cannot fit another obstacle in
between the two. Overal, this makes obstacles more spread out on the board. And this creates wide
open lanes that give power to ships with weaker dials and no movement actions.
It also gives more maneuverable enemies less places to hide. That way ships
like Jousters,Turrets, and Supporters have less chance of being outmaneuvered and more
chance of forcing the enemy to meet them where they want them.
Bombers
Obstacle Deployment that benefits bombers is actually a lot more fluid. It all depends on what your opponent is
flying and how you want to deal with it. If you opponent has non-maneuverable
ships then you need to capitalize off that. You can create Obstacle Clusters and
place bombs on the edges. That way enemy ships have to either go through the
cluster or else skirt far around the edges to avoid
the bombs and possibly be away from the action. Or perhaps you want to do the
opposite, create lanes that would benefit the enemy ships but then clog the
lanes with your mines. That way you mess up enemy movement and also have
a bit of surprise up your sleeve.
And
it is the exact opposite when your enemy has highly maneuverable ships. You can
lure them into Obstacle Clusters that they like and then block the exits with
bombs. Or else you can make wide lanes and then force even more strict movement
with your mine placement. Since Bomber effectiveness is based on bomb
placement, your obstacles will play a huge role. So if you like flying Bombers be sure to practice long and hard on getting your Bomb & Obstacle placement
synergy right.
Obstacles Paired With Specific Cards
Stress
Loving Ships
Now let's apply obstacle strategy to certain cards.
Let's start with ships that love stress. Even though stress is meant to be a
negative game mechanic that players are to overcome, there are certain pilots
out there that thrive on stress tokens. These pilots, by extension, prefer to have debris fields deployed during games. For example, Tycho Celchu or
Soontir Fel can use debris very effectively. The former doesn't care about the
stress he receives and the latter still gets a focus token assigned to him.
That way these pilots aren't limited in movement options and can take
unsuspecting opponents by surprise.
Another
example is flying a B-wing piloted by Keyan or Ibtisam. These aces don't worry
about getting stress because it triggers their pilot abilities. And since
B-wings are very slow, running through a debris field means that enemies chasing you will be less likely to follow.
One
of my personal favorite pilots is
Eaden Vrill. He loves when there are debris
fields because of his pilot ability. He gets an extra attack die when enemies are stressed and that makes your debris punish enemy movement mistakes even more.
Other
abilities that like stress include Wired, 4-LOM, Captian
Yorr and Jek Porkins. And there are plenty more to choose from so have fun exploring and
picking what you like.
Barrel Roll
Before Moving
Another interesting obstacle
deployment is using abilities that let you Barrel Roll before you move. This includes
using Advanced Sensors, Expert Handling, and/or BB-8. This combo allows a ship to
move right up in front of an obstacle for cover and still not run into it.
While both you and the enemy receive an extra green die from the
obstacle, it can be in your favor as your Ace pilot is probably facing more than
one enemy and therefore gets to roll more green dice. Then the next turn you
can do a barrel roll before you move and therefore not hit an asteroid or
debris. You can really gain
the advantage over a surprised opponent who didn't expect that sort of move. This strategy
can be used by a list of ships with the right builds. And that is longer than you might imagine: B-wing,
E-wing, T-65 X-wing, T-70 X-wing, Rebel Y-wing, Aggressor, TIE Advanced/x1,
Mist Hunter, and Star Viper. So learn to place your obstacles to give you
excellent opportunities to fire, especially when you are directly facing them.
Dash Rendar
Dash Rendar gets his love
for asteroids from the Shadows of the Empire video game. Technically Han Solo
also traversed an asteroid field but he received a pilot
ability that deals with his smuggler's luck. Dash Rendar, on the other hand, brings a unique
ability to X-wing by being able to ignore obstacles. When piloting the Outrider
he wants to have an asteroid cluster in the middle and to lead enemy ships on
long chases around the cluster. Then when he runs out of room on the board he
wants to swing over an obstacle to have another clear lane while his opponents
get stuck. All the while he is blasting away with an HLC or Mangler turret. It
is essentially the opposite when you are flying against him. You want to place
your obstacles in the corners and edges so he has no places to run
away. Then you can hunt him down easier.
While
Dash the pilot deals with the Activation and Action phases, Dash the crew deals
with the Combat phase. Crew Dash isn't obstructed when attacking past obstacles and
can even allow your ship to still shoot when on top of an obstacle. This allows
any Rebel ship with a crew to be less restricted. You can place big asteroids and debris in lanes where you ship can shoot unobstructed
while enemy ships have to take obstructed shots back. Or perhaps you put a huge
cluster in the middle and have no fear overlapping it and still being able to
shoot.
For some extreme fun, try
putting Chopper and Dash on the Millennium Falcon. You now have the Rebel
version of a Darth Vader Doom Shuttle. It is a ship that destroys itself in the
attempt to gain advantage over the enemy. And there are plenty of other fun
builds out there.
Red Ace
This is a fun little trick
you can use when flying a Red Ace combo with R2-D2 and the Comms Relay.
Already your T-70 X-wing is a tank and can absorb a lot of shots. But we can
start out with an even stronger alpha strike. Place an asteroid in front of
your starting edge. Then in the first few rounds of movement, fly Red Ace right
over the asteroid. You roll a red die and have a 50% chance of taking a damage.
If you take a damage you will lose a shield and that will activate Red Ace's
pilot ability. Comms relay will then hold onto your evade token and the next
round you do a green move to recharge the shield. Play it right and all of this
can happen before the alpha strike happens. That way your
X-wing can go into battle with the an Evade token already attached.
Advanced
Targeting Computer
While there are very few upgrades
that allow you to directly ignore obstacles, there are many that don't care
that obstacles exist. The most notable of these is the Advanced Targeting Computer.
Normally, shooting at an enemy through an obstacle is a hassle because they
get the extra evade die. But this is a favorable trade when your TIE Advanced
is shooting at an enemy with its Advanced Targeting Computer. Your opponent gets one more
green die, which gives a 33% chance of adding an extra evade
result (without a focus token). But your Advanced Targeting Computer is already giving you a 100% chance of
adding an extra critical result, so you'll win most statistical exchanges. This means the TIE Advanced is a Jouster that doesn't need Obstacle Lanes to properly dish out its damage. It can instead prey on ships across obstacle clusters.
And it is the same for Secondary
weapons at Range 3. They don't care as much if the opponent gets an obstruction
defense die because they already
aren't getting the Range 3 bonus die. So if
you are running ordnance, Cannons, or Twin Laser Turrets, consider making
Obstacle Clusters and getting cover for yourself without giving cover to your opponent
TIE Phantom
TIE Phantoms aren't like other Arc Dodgers because they don't want tight Obstacle Clusters. The reason for this is because the decloak action uses
the 2 straight rather than the 1 straight. To accommodate the cloaking action
and allow your TIE Phantom the option of decloaking with a barrel
roll, you will want loose obstacle deployment. In fact, you'll want your
obstacles to be almost Range 2 away from each other. On the flip side, if you
are facing a Phantom, you'll want to pack asteroids and debris in tighter
formations in order to limit the movement of your enemy.
Conclusion
These
few examples we've covered are good ways to think about how Obstacle Deployment
applies to your squadron. But in no way are they the only ones out there. There are plenty
of other applications so be sure to follow the basic patterns of placing obstacles and then experiment to see what works best with the ships you fly. I
hope you enjoyed this look at using obstacles in the bigger picture and I wish
you the best of luck in your games this coming week. Happy flying!
Afterwards:
For further study of obstacle placement, check out this
article by Paul Heaver and this
video by YouTube's X-wing Strategy Tips.