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X-Wing Life-hacks


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#1 DraconPyrothayan

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Posted 09 February 2014 - 02:01 PM

Are you looking to find/post some easy to adopt practices and simple tricks that will help your X-Wing gameplay? This is the thread for you!

 

I'm going to post often as I think of new ones, and I would like more folks to chime in with their own suggestions. 1 hack per post, please!


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#2 DraconPyrothayan

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Posted 09 February 2014 - 02:03 PM

When thinking about your maneuver, have the slit of the dial facing the direction that your ship is currently facing.

 

It helps you visualize the maneuver, prevents you from accidentally turning the wrong direction, and lets you glimpse other maneuvers you may not have otherwise considered as they slide past!


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#3 WonderWAAAGH

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Posted 09 February 2014 - 02:07 PM

"If all else fails, use fire."


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It's not easy being green.


#4 DraconPyrothayan

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Posted 09 February 2014 - 02:09 PM

Having trouble visualizing the distance of Turns? Watch your firing arc.

 

When turning right, the right border of your firing arc will always be on the same line as your left when you complete the maneuver. Vice versa for turning the other direction.

 

Similarly, when banking, the line from the back corner of your ship to the front center will be the same line as the back-center of your ending to it's front corner of the same side!


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#5 DraconPyrothayan

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Posted 09 February 2014 - 02:10 PM

"If all else fails, use fire."

"Never pet a burning dog"

...wait, that's the wrong sort of Orc reference, isn't it.



#6 DraconPyrothayan

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Posted 09 February 2014 - 02:16 PM

When you're stressed, consider all of your opponents moves. Sometimes a huge White maneuver to disengage combat will give you more damage in the long run than a green maneuver and action now.

 

A tactical retreat to regroup is always better than having your ships die, after all.


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#7 Swedge

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Posted 09 February 2014 - 05:21 PM

http://en.wikipedia....i/Dicta_Boelcke


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anybody in the Sumter S.C. area???


#8 DraconPyrothayan

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Posted 09 February 2014 - 05:43 PM

It is better to deal minor damage from a position where you will take none than to deal and be dealt massive damage.


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#9 Englishpete

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Posted 09 February 2014 - 06:04 PM

Never be afraid to use the K turn.
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To every man upon this Earth Death cometh soon or late. And how can a man die better than facing fearful odds, for the ashes of his fathers, and the temples of his Gods?
(Horatius: Captain of the Gate)


#10 Duke of Advil

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Posted 09 February 2014 - 06:25 PM

to run a swarm in formation place bases corner to corner(like a checker board) to allow tight turning. and put your higher pilot skill TIEs in the back so your most forward ships move first.
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EMPIRE SHIPS [TIE Fighters(5)] [TIE Interceptor(1)] [Firespray-31(1)] [TIE Advanced(1)] [TIE Bomber(1)]

REBEL SHIPS [X-Wing(3)] [B-Wing(1)] [A-Wing(1)] [YT-1300(1)] [Y-Wing(1)] [HWK-290(1)]

Vaders Redemption


#11 Thrawnshand

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Posted 09 February 2014 - 07:03 PM

There is safety in numbers.


X-Wings-10 TIE Fighters-16 TIE Advanced-1 Y-Wings-4  Falcon-1 Slave-1-1 TIE Interceptors-4 A-wing-4 HWK-290-3 TIE Bomber -4 B-wing-2 Imperial Shuttle-2 Imperial Aces-2 Rebel Transport-1 Tanitive IV-1

Why does Luke whine when Ben Kenobi dies, only having know the man a few days, yet Biggs, his childhood friend blows up behind him, covering his 6, and all he does is a double take?


#12 DraconPyrothayan

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Posted 09 February 2014 - 07:08 PM

There is safety in numbers.

Meaning that fleets with several ships with few upgrades tend to outperform fleets with a few pilots loaded out to the gills.


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#13 Parakitor

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Posted 09 February 2014 - 08:03 PM

Never be afraid to use the K turn.

Except around those blasted Ion Cannon Turrets.


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"That starship won't fly, Bastila."


#14 Joker Two

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Posted 09 February 2014 - 08:20 PM

When in doubt, take the Focus action.

 

EDIT: in fact, just take the Focus action all the time.


Edited by Joker Two, 09 February 2014 - 08:21 PM.

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#15 cody campbell

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Posted 10 February 2014 - 01:26 AM

This one blew my mind when I saw it.

 

When the board gets crowded and your maneuver template crosses RIGHT THROUGH the peg of another ship, or two ships at the same height need to touch bases but their models overlap, or ANY other reason you might need to remove your ships from play temporarily...

 

The straight one template is the size of a small base

The straight two template is the size of a large base

 

Place the template parallel to the base of the ship that's in the way, and use it as a placeholder.  That way, you can remove the ship, resolve your business, and put it back in the exact same position.  This saved me countless accidental bumps from trying to stick templates in awkward places (on the board, anyway.  Hey-oh!)


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#16 Torresse

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Posted 10 February 2014 - 01:47 AM

want a laser pointer that shoots a straight line, but all you have is a regular dot laser pointer? take a spare peg from one of your stands, and glue it in front of your laser. You'll be using that bad boy to determine firing arcs like a pro.


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#17 Muz

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Posted 10 February 2014 - 01:48 AM

If the combat space gets cluttered and the odds of successfully navigating through it are 9,446,703 to 1 apply the following;

  • when flying with a low PS you have the freedom of movement, fly to the empty space
  • when flying with a high PS you can fly to where the enemy are as you know that spot will become vacant (with exception of the albino space bus)

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Rebel Alliance Squadrons:

5 X-wing, 2 Y-wing, 2 A-wing, 4 B-wing, 1 HWK, 2 YT 1300, 1 GR-75, 1 Tantive IV, 1 Z-95, 2 E-wing

Imperial Navy:

6 TIE fighter, 6 TIE Interceptor, 2 TIE Advanced, 3 TIE Bomber, 1 Fire Spray, 1 Shuttle, 1 TIE Defender, 1 TIE Phantom


#18 Scurvy Lobster

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Posted 10 February 2014 - 02:28 AM

When measuring with your eyesight remember that you can use the bases of ships as easy guidelines. A small ship is exactly a straight 1 and a large is exactly a straight 2 template.


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#19 berusplants

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Posted 10 February 2014 - 02:36 AM

Always start with you ships at an angle and be cautious with your first move. 


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4 Ties, 1 Advanced, 2 Bombers, 3 Squints (inc Aces), 1 Defender, 1 Phantom, 1 Firespray and a Shuttle.

3Xs, 2Ys 2Bs, 1 A, 1E, 2Z95s, 1 HWK, 1 YT1200 and a Transport.

 


#20 Scurvy Lobster

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Posted 10 February 2014 - 03:08 AM

Always start with you ships at an angle and be cautious with your first move. 

Why?

 

I am not saying it's a bad idea but an explanation would be great since it seems to be highly dependent on the ships you are using.






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