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Osoroshii

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  1. Thanks
    Osoroshii got a reaction from BDrafty in Earning Your Wings! A Guide For Understanding Movment.   
    Part 1: Small Ship Movement
    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.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1144441
    Part 3: The Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1146610
    Part 4: The Boost - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152578
    Part 5: Decloaking - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152870
    Part 6: Pilot Skill Level - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1154853
    Part 7: Formation Flying - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1157409
    Part 8: Large Ship Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1222267
    Follow the links at the end of each part of the guide to continue to the next section.
  2. Like
    Osoroshii got a reaction from Matt3412 in Earning Your Wings! A Guide For Understanding Movment.   
    Part 1: Small Ship Movement
    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.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1144441
    Part 3: The Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1146610
    Part 4: The Boost - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152578
    Part 5: Decloaking - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152870
    Part 6: Pilot Skill Level - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1154853
    Part 7: Formation Flying - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1157409
    Part 8: Large Ship Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1222267
    Follow the links at the end of each part of the guide to continue to the next section.
  3. Like
    Osoroshii got a reaction from Ezechael in Earning Your Wings! A Guide For Understanding Movment.   
    Part 1: Small Ship Movement
    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.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1144441
    Part 3: The Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1146610
    Part 4: The Boost - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152578
    Part 5: Decloaking - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152870
    Part 6: Pilot Skill Level - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1154853
    Part 7: Formation Flying - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1157409
    Part 8: Large Ship Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1222267
    Follow the links at the end of each part of the guide to continue to the next section.
  4. Thanks
    Osoroshii got a reaction from SpiderMana in Earning Your Wings! A Guide For Understanding Movment.   
    Part 1: Small Ship Movement
    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.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1144441
    Part 3: The Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1146610
    Part 4: The Boost - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152578
    Part 5: Decloaking - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152870
    Part 6: Pilot Skill Level - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1154853
    Part 7: Formation Flying - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1157409
    Part 8: Large Ship Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1222267
    Follow the links at the end of each part of the guide to continue to the next section.
  5. Like
    Osoroshii got a reaction from Jedirev in Earning Your Wings! A Guide For Understanding Movment.   
    Part 1: Small Ship Movement
    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.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1144441
    Part 3: The Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1146610
    Part 4: The Boost - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152578
    Part 5: Decloaking - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152870
    Part 6: Pilot Skill Level - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1154853
    Part 7: Formation Flying - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1157409
    Part 8: Large Ship Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1222267
    Follow the links at the end of each part of the guide to continue to the next section.
  6. Like
    Osoroshii got a reaction from TasteTheRainbow in Earning Your Wings! A Guide For Understanding Movment.   
    Part 1: Small Ship Movement
    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.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1144441
    Part 3: The Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1146610
    Part 4: The Boost - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152578
    Part 5: Decloaking - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152870
    Part 6: Pilot Skill Level - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1154853
    Part 7: Formation Flying - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1157409
    Part 8: Large Ship Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1222267
    Follow the links at the end of each part of the guide to continue to the next section.
  7. Thanks
    Osoroshii got a reaction from ClassofSixtyNine in Earning Your Wings! A Guide For Understanding Movment.   
    Part 1: Small Ship Movement
    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.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1144441
    Part 3: The Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1146610
    Part 4: The Boost - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152578
    Part 5: Decloaking - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152870
    Part 6: Pilot Skill Level - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1154853
    Part 7: Formation Flying - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1157409
    Part 8: Large Ship Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1222267
    Follow the links at the end of each part of the guide to continue to the next section.
  8. Like
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    Part 8: Large Ship Barrel Roll
    The Wave 5 expansion includes the YT-2400 for the rebel. This is the first time we see a large base ship with the natural ability to perform a barrel roll action.

    Large ships perform the barrel roll action slightly different than the small base ships. On a small ship the forward 1 template is placed with the end of the template to the side of the ship. For large base ships you use the side of the forward 1 template and place it along side the large ship base.

    Because of the large ship base you get a lot of movement from this action. We know the large ship bases are the size of 4 small bases placed in a square. Each section on the range ruler is two and a half small ship bases. This means the lateral movement from a large ship base will move an entire section of the range ruler. The forward and back movement can be as much as a small ship base.

    As always one of the best uses for a barrel roll is to avoid being shot at. The angles we talk about for the small ship barrel roll are still used for avoiding enemy arcs. The distance the large ship can cover however is much more.

    The side to side movement is where the YT-2400's barrel roll can really shine. The title card "Outrider" allows the YT-2400 to fire a cannon weapon outside it's fire arc. The downside to this is, it can not fire it's primary weapon while it has a cannon upgrade equipped. Heavy Laser Cannon isa very powerful weapon in StarWars X-Wing. The cannon allows for a 4 dice attack at range 2 or 3. The YT-2400 equipped with Outrider and Heavy Laser Cannon will have a blind spot at range 1 due to the restriction of not being able to fire you primary weapon.

    This becomes less of a problem because of the barrel roll. We've already talked about the lateral full range movement you get from the large ship barrel roll. So this full range we move will allow the YT-2400 to move away from the enemy a full range and keep he Heavy Laser Cannon firing.

  9. Like
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    Part 7: Formation Flying
    Formation Flying is one of the strongest srategies in X-Wing. The reason being is, it keeps your ships tightly together making focus fire easier. Focus Fire, is when you attack the same ship with all of your ships. The idea here is to eliminate a ship as quick as possible. If you were facing a Tie Swarm and were given 6 damage to deal to that swarm, would you deal 1 damage to six ships, 2 damage to 3 ships or 3 damage to 2 ships? The correct answer is 3 damage to 2 ships, that is Focus firing.
    When I first started out playing this game ( and that was last year at GenCon ) I came across a YouTube video showing tips and tricks. Nick put together a video showing off Formation Flying. I could not do a better job than Nick did in this video, so I'm including it here. This video helped me become the player I am today and I'm sure it will do the same for you.

    Now I used a lot of Nicks tips in flying the Box formation. You should take the time to practice these yourself aswell. While increasing my stradegy in X-Wing I came across a different way to set up a formation of four ships that behaves better with banks and turns. I refer to this formation as The Box Top. Image fooling the lids closed on a cardboard box how each flap both goes over another flap while beneath another. This is how it looks:

    Each ship is off set from one another to allow the pivot of the bases during banks and turns without hitting. This is a tricky formation to set up with in range 1 of the maps edge. The front ship and back ship won't fit within the required starting position. You will need to practice setting either the front or back ship to bank or turn into formation during the first movment phase. I'm not going to share my setup for the beginning of the game, you'll have to figure that out on you own. After all I have to keep some secrets .
    I will show you the proper distance, and how to set the formation up for practice. First get a quarter, draw a circle with the quarter and then as if making a target symbol draw lines vertically and horizontally meeting dead center of the circle:

    Now place the front ship with it's right side to the virticle line but not in the circle. Place the back ship with it's left side on the virticle line, again not in the circle. It will look like this:

    Now for the left ship you want the front of the ships base to be on the horizontal line, not in the circle. The right ship, the back of the base should be on the horizontal line but not in the circle. In this picture I removed the front and back ships so you can have an easier time see the left and right ships:

    Once all ships are down take out a template and start moving them about the table. Here in the next two pictures I'm moving all the ships with a bank 2 maneuver. You'll notice the shape has changed in the space between the ships then where we started:


    The space between the ships widened and they came close to bumping but never did. A hard turn or straight maneuver will leave the shape as it was. Let's look at our formation again as it banks a second time. This time using a bank 1:


    There we can see the shape between the ships has returned to the original shape we started with. These two shapes are the only two you should see. When this squad is flown around in the Box Top formation it will make it so you down have to remember the different speed rules shown to us by Nick. This formation will not drift apart as the game goes one either. So have fun and remember to focus fire.
    Part 8: Large Ship Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1222267
  10. Like
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    Part 6: Pilot Skill Level
    In X-Wing we have a range of Pilot Skill Level. This number ranges from the low of 1 on an Academy Pilot to the High of 9 on Wedge Antilles. It's important to understand what rolls these numbers play in a game of X-Wing. Any ship can become both the highest and lowest PS level in a game with some in game effects.

    We are going to talk about the lower Pilot Skill pilots and the roll they can play during the battle. A very good stradegy is blocking. By using a lower pilot than your enemy has, you can block their flight path. This is important as it will deny them the use of their action bar. In the picture below, the PS2 Bandit Squadron Pilot has moved into the path of the Higher Pilot Skill Phantom and block him. This leaves the higher PS Phantom without an action. The rest of the Bandits squad mates will have an easier time dealing damage to the Phantom as he has no way to modify his defensive dice. The Higher PS Phantom will also have a little less bite on the offensive attack, again with no way to modify those dice.

    Before we dive into the best use of a higher Pilot Skilled ship we need to understand a fundamental truth in X-Wing. Every single ship in X-Wing can not escape his own firing arc. The only way a ship can get out of his own firing arc is by using a Boost, Barrel Roll or Decloak action. What this means is where a ship is positioned no move on the dial will get him away from whee he could have shot the last turn. Here I'm illustrating this by placing two range rulers showing the X-Wings firing arc. The templates are showing where the ship can move and you can see it's not outside of it's own firing arc.

    So know that we know a ship can not escape from it's self how do we take advantage of this? When you have a chasing position with your higher PS ship over a lower PS ship you now can just follow him. You can plan your move to land as close to where lower PS ship is positioned.

    Here we see the PS7 Phantom has the chasing position on the PS5 X-Wing. As the Phantom player we know that X-Wing sits at a bank 3 to get his spot. The X-Wing will move first leaving the space open for your Phantom to land safely. Now no matter where that X-Wing goes we will have a shot on him, as we just learned no ship can escape it's own firing arc.

    Even if that X-Wing K-Turned he will still be in his own firing arc. The X-wing will get a return shot but it will be stressed and no way to modify the dice. The X-Wing will be left to choose a forward movment only and you as the Phantom player can continue the chase by K-Turning into the X's previous spot. Yes, this means that you will then take an unmodified dice roll but the X-Wing will not be able to return fire from that new position.
    The final thing we will cover before wrapping up Part 6 of the movement guide is how different Pilot Skill Levels effect formation flying. A popular formation to fly a squad is the Box formation.

    This Box formation has the Bandits further from you in the front of the squad ahead of the PS5 ships. This will make it easier for movment in the beginning of the game as the PS2 Bandits will move first. It will help keep you from bumping your own ships on shorter movements. However you must understand that this box will keep it's orientation to you as it started. Here after a hard turn to the right, we can see the Z's are still further from you but no longer in front of the X's but beside them.

    If they take yet another turn turn to the right the box formation will still keep it's orientation to you. This will have the X-Wings now in fron of the Z's and subject to bumping on those short moves.

    Just always remember whether you have a ship with PS 3, 5, 7 or 9 they can find themselves playing both roles of Higher or Lower Pilot Skill Levels as thee are ways to get above 9 and below 1. Be adaptive with you stradegy with each ship as it' surely could change mid game.
    Part 7: Formation Flying - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1157409
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    Part 5: Decloaking
    With the release of Wave 4, FFG introduced the Tie-Phantom and the Cloak action along with it. Currently the Tie-Phantom is the only ship to have the Cloak action, so much of our Decloaking guide will focus on the Phantom. Cloaking in itself is a powerful effect, adding two defensive dice to protect the ship in cloak. It's when the removal of the cloak token or Decloaking, that will examin here.
    When a ship opts to Decloak it must do so before revealing the dial for that ship. That ship will then place a 2 straight template to the left, right or straight ahead and then continue to move with the maneuver on the dial. In this picture we can see the three choices Decloaking gives us.

    Here we see the ship set the dial to a 1 turn to the right. This is where the ship could be after Decloaking and taking the 1 turn.

    The wide variety of places a ship can end up after Decloaking make this action one of the most elusive in the game. In this next picture we can see the options the Cloaked ship has while approaching another ship.

    In that picture we can see the Phantom Decloaked and had a 2 bank to the right. With the 3 options available the phantom player can choose what position will best suit the situation. Decloaking to the left and then banking into the target. This will allow for a range 1 shot netting that range bonus for the attacker. If the Phantom would not like to get shot at this maybe a bad choice and the other two Decloaking options will leave the Phantom with no shot but also not getting shot at. Facing off 1vs1 against a ship that has the cloak action is a tall order for any ship as the struggle to keep it in its sights.
    Part 6: Pilot Skill Level - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1154853
  12. Like
    Osoroshii got a reaction from Mattman7306 in Earning Your Wings! A Guide For Understanding Movment.   
    Part 4: The Boost Action
    One of the things we should cover before diving into the boost action is range. The range ruler is three sections and the defender gets a bonus at range 3 while the attacker gets the bonus at range one. Understanding the distance a single section on that range ruler is important. Each section is 2.5 small bases long, that makes the total length of the ruler at 7.5 bases.

    Let's look closer at what the boost really does. Choosing the Boost action is like adding another movment step at the end of the movement step. You get to correct or adjust your position, using either the 1 forward or 1 bank. The distance these moves travel is covered in Part 1 of this guide.

    A benifit the ships with Boost have is the ability to almost get turned around with out the stress of a K-turn. It's one of actions that every ship in X-Wing can gain via the Engine Upgrade modification card. This is why it is such a popular choice for the Lamda Shuttle as it lacks the K-turn from it's dial.

    Moving in close for the kill is what the Boost does best. Taking advantage of that bonus awarded to the attacker at range one.

    Here we can see the Tie-Interceptor ended the movment just out side of range one. By using the Boost action, it was able to close in for the kill. A very popular upgrade is Push the Limit, if the Interceptor was loaded with PTL it would be able to add that important Focus token as it rolls those four dice. A ship such as the Interceptor gains a lot of maneuverability by having both the Boost and Barrel Roll actions in combination with PTL. In Part 3 of the guide we talked about those virticle lines and how important it is to change off these lines to Barrel Roll out of an enemies arc. Since Boost allows you to change off of the line after movment there is less guess work needed. If your enemy stays on his line and you stay on yours, the boost allows you to get off the line for the killer Barrel Roll.
    In this illustration we can see the Interceptor using Push The Limit. Not only getting into that range one attack but using PTL to barrel roll off to the side leaving the X-Wing frustrated with no shot.

    Part 5: Decloaking - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152870
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    Part 3: The Barrel Roll
    The Barrel Roll is a great action for controlling your position after movement. Once you have the movements down to where you can accurately predict where your ship will be, you can now plan on a barrel roll. You will always have the moments where after you move you see a barrel roll is a good option, but to be good with it you must plan ahead.
    Let's first look at what a barrel roll does. Moving a ship either left or right with the 1 movement template anywhere along the side of the ship, finishing anywhere along the side of the ship. We learned before that a movement template is half of a small ship base. This means the area we can gain after a barrel roll is two ship bases long.

    The most common use of a barrel roll is to keep you off of astroids. You have to see the vertical line the barrel roll will move along. A barrel roll will move you over to a vertical line but not change the direction a ship is facing.

    In that picture we see the Tie barrel rolled to the right to avoid the astroid. This barrel roll also kept us going in the same direction as before.
    An advance use of barrel roll will leave you outside of you enemy's arc while you still have a shot at him. You first must see the vertical lines the two ships are on. If you and the enemy ship are on the same vertical path the condition is right for a barrel roll.
    It is important to note what vertical lines the two ships are on. If you and the enemy are on the same vertical line nose to nose, no barrel roll will get you outside of there arc while leaving you on theirs.

    Because the barrel roll does not change the direction you are facing, you don't gain the angle need to get out of arc. If you have a full small ship space between your vertical paths such as this:

    The condition is set for a great barrel roll.
    We talked about the not changing of direction of a barrel roll and how that poses a problem. A bank and barrel roll will leave you on the same vertical line but facing a different direction.

    So here between the two pictures we can see the result. The A-Wing moving forward while the Tie banks in and barrel rolls out of arc. This can only be accomplished because of the change in direction. If the Tie would have hard turned or gone straight a barrel roll would not have help him. Because the Tie player saw the condition was right for a bank to set up the barrel roll he won this engagement.
    Part 4: The Boost - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152578
  14. Like
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    Part 2: Large ship bases
    A Large ship base is the distance of two small bases.

    It's I'm important to know that when a large base ship moves it gains an extra small ship base over the small ship, due to the size of the base. So in order for a large ship and a small ship to fly together the small hip has to fly 1 speed faster than the large.

    The sight line for the turns is the exact same as the small ship. Use the firing arc as a guide to where the large ship will go. You will notice it points a little further away from the templates for the large bases. This is fine as it points more to the center of the base for where it will end up.

    The distance the ship will travel on turns is less than the small ships due to the larger base size. In fact the large ship base rotates on it's leading corner as it more or less pivets on it. The distance for the turns are:
    1 turn = 0 ship bases
    2 turn = .75 ship bases
    3 turn = 1.75 ship bases



    For the banks of a large ship we will still use the sight line we did for the small ship bases. The nubs will give you a good indication for where the large ship will go.

    Once again the distance is less then the small ship base due to the size diffrence. Here are the distances the ship will travel while banking.
    1 bank = .75 ship bases
    2 bank = 1.75 ship bases
    3 bank = 2.75 ship bases



    Have fun flying your YT-1300, Firesprays and Shuttle astroid free.
    Part 3: The Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1146610
  15. Like
    Osoroshii got a reaction from Mattman7306 in Earning Your Wings! A Guide For Understanding Movment.   
    Part 1: Small Ship Movement
    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.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1144441
    Part 3: The Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1146610
    Part 4: The Boost - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152578
    Part 5: Decloaking - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152870
    Part 6: Pilot Skill Level - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1154853
    Part 7: Formation Flying - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1157409
    Part 8: Large Ship Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1222267
    Follow the links at the end of each part of the guide to continue to the next section.
  16. Confused
    Osoroshii got a reaction from Marinealver in Earning Your Wings! A Guide For Understanding Movment.   
    Part 1: Small Ship Movement
    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.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1144441
    Part 3: The Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1146610
    Part 4: The Boost - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152578
    Part 5: Decloaking - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152870
    Part 6: Pilot Skill Level - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1154853
    Part 7: Formation Flying - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1157409
    Part 8: Large Ship Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1222267
    Follow the links at the end of each part of the guide to continue to the next section.
  17. Like
    Osoroshii got a reaction from ccjacks3 in Earning Your Wings! A Guide For Understanding Movment.   
    For anyone who has been following this waiting for an update, I'm sorry this thread has fallen silent. In Oct 2014 I had an idea to build somethings for the gaming community. Partly because of this thread. I've enjoyed helping everyone learn how to play better games of X-Wing. I had many things to study up and learn as the project I set forward for myself was very grand and has taken me away from being able to do things like keep up on this forum. SocialMeeples.com is the project I've been working on. You can learn about it from the Facebook page I set up here: https://www.facebook.com/socialmeeples/. The idea was to make it very simple to find other people to play games with. The largest challenge of the tabletop gaming hobby is having people ready to play. We organize ourselves into groups and meet ups to help solve this problem. Even event posting on Facebook looking for people to play. Socialmeeples will make the task of getting in games of X-Wing, Armada and Imperial Assault easy. Check it out and give me some likes. The site should be up and running very soon.
  18. Like
    Osoroshii got a reaction from RikuM in Translucent Dice on EBay   
    http://www.ebay.com/sch/i.html?_odkw=Star+Wars+x-wing+movement&_osacat=0&_from=R40&_trksid=p2045573.m570.l1313.TR0.TRC0.H0.XStar+Wars+x-wing+regional&_nkw=Star+Wars+x-wing+regional&_sacat=0
    Holy crap the evade tokens are at $127.00 this thing I thought would be the most turns out to be the cheapest the movement templates at $39.00.
  19. Like
    Osoroshii got a reaction from catachanninja in Earning Your Wings! A Guide For Understanding Movment.   
    It's been awhile since this thread has seen the front page. There are tons of new players who could use this guide to help get started.
  20. Like
    Osoroshii got a reaction from Myrion in Earning Your Wings! A Guide For Understanding Movment.   
    Part 1: Small Ship Movement
    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.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1144441
    Part 3: The Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1146610
    Part 4: The Boost - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152578
    Part 5: Decloaking - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1152870
    Part 6: Pilot Skill Level - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1154853
    Part 7: Formation Flying - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1157409
    Part 8: Large Ship Barrel Roll - http://community.fantasyflightgames.com/index.php?/topic/110115-earning-your-wings-a-guide-for-understanding-movment/?p=1222267
    Follow the links at the end of each part of the guide to continue to the next section.
  21. Like
    Osoroshii got a reaction from Didyk2 in Earning Your Wings! A Guide For Understanding Movment.   
    The truth about this guide is, the better we all fly the more exciting the games get. Not losing or winning a match due to pilot error, makes for the best matches.
  22. Like
    Osoroshii reacted to Kelvan in Earning Your Wings! A Guide For Understanding Movment.   
    Hey I named dropped you and this article during a live twitch cast during worlds.
  23. Like
    Osoroshii got a reaction from Gibbilo in Earning Your Wings! A Guide For Understanding Movment.   
    Here is where you can order the ring magnets http://www.kjmagnetics.com
    The part number for the ring magnet is : R421
    The part number for the steel ball is : NSB3
    I know it can be a scary adventure making a permanent change to the model. There really isn't much to it at all and can be discribed in 5 easy steps
    1) remove the peg mount from the ship. Most times this can be gently rocked back and forth and it will just slide out.
    2) glue the ring magnet to the ship. Do you best to line the hole of the ring magnet above the hole where the peg use to be.
    3) glue two pegs sections together. After all the little nub means nothing to a ship with a magnet glued to it.
    4) cut the connecting nub from the peg. Use sand paper to flatten out the top of the peg. This also crates a ruff surface to hold the glue better for the steel ball
    5) glue the steel ball onto the peg. I found it works best to use an extra ring magnet to hold the steel ball in place on the table. Dab a small amount of glue to the top of it and hold the peg to it for a little bit. Once there is a good seal add a little extra glue to the seem where the peg meets the steel ball.
    A different magnet was used for the Large ships but the same method.
    The ring for large ships is this: R622CS-N
    And the Steel ball is this : NSB4
    When I buy more ships I will put a guide together on how to do it, but it is really easy.
  24. Like
    Osoroshii got a reaction from PoorGreedo in Earning Your Wings! A Guide For Understanding Movment.   
    It's been awhile since this thread has seen the front page. There are tons of new players who could use this guide to help get started.
  25. Like
    Osoroshii got a reaction from LouisCypher in Earning Your Wings! A Guide For Understanding Movment.   
    It's been awhile since this thread has seen the front page. There are tons of new players who could use this guide to help get started.
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