Hitting an astroid can be one of the most frustrating things in X-Wing, especially if you could have just gone a little faster and missed it. Understanding where your ships will land befor you place the template down will vastly improve your game.
All the pieces in X-Wing have a relative relation to each other. Understanding this relation will help you in picking the best Movment for your ship. The small ship base and templates are closely link to each other. By now you may have figured out a 1 forward is the distance of one small ship base. The same goes for all the forward movements.
You can practice these forward by placing one ship down and then a second to where the ship should end up. After both are on the table, try placing the template between them and see how close you come. This will give you a good eye towards seeing the distance of a ship base. Once you can accurately predict with in a half inch or so 90% of the time your ready for the hard turns.
The hard turns have a built in sight line to indicate where the ship is going. Whether turning left or right, look down the firing arc of the ship template and there is where your ship is heading.
Now that we know ruffly the direction it will end up, we need to know how far for each speed. In order to best see the distance we need to learn a half ship base. The width of a ships base is 1 forward and that is the same as the width of two templates. So a half ship base is one movement template
So how far does a turn go along that sight line. For a 1 turn, the front corner will end up .5 of a ships base or one template width from the rear corner. Here are all three turns and the distance they travel:
1 turn = .5 ship bases
2 turn = 1.5 ship bases
3 turn = 2.5 ship bases
Once again you want to practice this by placing a ship down and the second one where you think the turn will take you. You will start build a good understanding of the distance by this point. You are now ready to tackle the banks.
Even the banks have a sight line to help us see the direction a ship will end up. If you are banking to the right, imagine a line going from the front right nub on the ship base to the opposite nub on the rear of the ship base. This line will fall right where the banks will move you.
The distance is a little tricky as we now have to use a quarter of a ships base to determine the distance. Sometimes it can be hard to see a quarter of something. It is easier to see a half template width. So here is the distance for each of the 3 speeds of the banks.
1 bank = 1.25 ship bases
2 bank = 2.25 ship bases
3 bank = 3.25 ship bases
It's time to practice these once again. Use then same method to practice as before. Now when your sitting around wishing you could find someone to play, pull out your movment templates and ship bases and practice. You'll soon find you can quickly and accurately predict where your ships will go before it's to late and your sitting on top of an astroid.
Part 2: Large Ship Movement - http://community.fan...ment/?p=1144441
Part 3: The Barrel Roll - http://community.fan...ment/?p=1146610
Part 4: The Boost - http://community.fan...ment/?p=1152578
Part 5: Decloaking - http://community.fan...ment/?p=1152870
Part 6: Pilot Skill Level - http://community.fan...ment/?p=1154853
Part 7: Formation Flying - http://community.fan...ment/?p=1157409
Follow the links at the end of each part of the guide to continue to the next section.
- Mikael Hasselstein, haslo, Veldrin and 108 others like this