Jump to content
Hotziggety

Strategy Help - drag them through the rocks.

Recommended Posts

I run a triple tie/sf squad and have been attempting to enter the asteroid group (that I have been building near-ish to the edge of the play field) with my enemy behind, in order to drag them across the rocks. I tried another member's strategy (Stay On the Leader) of heading right at the opponent for the first move to indicate a joust, but then doing a slight turn into the rocks to try and drag the opponent in with me. After I turn into the rocks, however, my ships are simply turned away from the joust and the opponent has all their guns on me... It didn't work so well for me. So I am wondering if anyone else has tried to do something similar but with success and if so, what have you done differently?

Share this post


Link to post
Share on other sites

"Drag them through the rocks" I think to me means, to try and force a fight in the rocks if you are more agile...or a turret I suppose.

Maybe not so much...'make them chase you '

Although with s/f you have a rear arc to wiggle with,but you still want to shoot forward as much as possible.

Unless of course again....turrets....

Share this post


Link to post
Share on other sites

With ships that have the one hard turn in white you can set up for a joust before one Harding down and boasting away only to Kturn a few turns later when their at the middle of the board along an edge. Then they will try bank through the rocks to not be flanked and instead be forced to break their formation. With some everal ships (trip aces) I like to use one as bait while the other two flank, then run the lone ship back down my board edge to drag them through the rocks

Share this post


Link to post
Share on other sites

I developed a slight tactic with my K wings where i would set them up at 45 degree angles facing each other about 3/4 bases apart with another ship in the middle facing straight, the K's would 1 bank to set up to fly through an asteroid field i had set up close to my corner then force my opponent to chase them whilst chucking bombs in their face! worked well a few times :)

with that though i didnt have to worry too much about arcs as had TLT on one and normal turret on the other (with Ahsoka to help one of the others out)

Share this post


Link to post
Share on other sites

It’s all about timing. If you can set up your break into the rocks at a time where the opponent will have trouble hard-turning after you because there’s a big rock in the way, or even just preventing them from barrel-rolling an arc, that’s a big help. 

I find S-Loops and T-Rolls much more amazing around rocks to get firing angles your opponents can’t match. But it takes a lot of practice flying around them to get used to it. You will hit a lot of rocks and give up a lot of unopposed shots while you’re getting the hang of it. 

Share this post


Link to post
Share on other sites

 

14 hours ago, Hotziggety said:

After I turn into the rocks, however, my ships are simply turned away from the joust and the opponent has all their guns on me...

That is what happens when you try and have people chase you through the rocks, your ships are turned away. Not sure what you were expecting by turning your ships away from the joust. You turned, they followed.

Having the enemy chase you with 2 dice rear shots probably isnt ideal. Instead, try and get the encounter in the rocks, then their kturns and sloops can be blocked (maybe), while you hop over them and hopefully get range one rear shots while they maneuver through rocks. Maybe this is what you were going for?

Best way to do this is setup your squad in/near the center of edge, while opponent takes either corner. Then flank them through the rocks, they either turn towards the rocks to get shots on you, or fly by. Harder to bait them in the rocks if they have turrets, wide arcs, etc. however.

Share this post


Link to post
Share on other sites

Have you tried deploying facing all your ships to a neutral side?

Try this:

When placing asteroids, try and place your 3 near your edge, no further than the middle of the board and predominantly to your left.

0RG0CVx.jpg

Set up on your right side, at about Range two from the right edge with your ships facing the left edge.
Slow roll (SFs are really good at that) towards the center (stay parallel to your deployment edge) for the first round. Then see where your opponent is headed.

You can continue along your board edge, or do a hard turn to be able to get them in arc once they are almost on you.

I'm not sure what upgrades you have, but maybe Debris Gambit would be pretty useful here, like so:

Omega Specialist (25)
Debris Gambit (2)
Fire-Control System (2)
Advanced Optics (2)
Lightweight Frame (2)
Special Ops Training (0)

Omega Specialist (25)
Debris Gambit (2)
Fire-Control System (2)
Advanced Optics (2)
Lightweight Frame (2)
Special Ops Training (0)

Omega Specialist (25)
Debris Gambit (2)
Fire-Control System (2)
Advanced Optics (2)
Lightweight Frame (2)
Special Ops Training (0)

Total: 99

View in Yet Another Squad Builder

Share this post


Link to post
Share on other sites

You don’t drag them, through to put yourself in and they have to decide to go in or not. 3 SF’s really are not optimal to do that unless your opponent starts in or near the field. Usually a swarm is better at that due to blocks and traps. Why are you trying to fight in the asteroid fields intentionally anyways?

Share this post


Link to post
Share on other sites

With a jousting squad, the best scenario for how the asteroids affect the battle is with your jousters in the asteroids so that next turn you're able to leave the asteroids without much issue. Your opponent, who is ideally jousting as well, is facing towards the asteroids and obviously towards your ships so his options for next turn are severely limited.

As an example, last weekend at a local tournament, I had Poe, Fenn, and Lowhhrick vs. RAClo, Quickdraw. 

The asteroids formed a horseshoe shape, with one end pretty much cornered on my right side, then curving towards my opponent and back towards my my deployment. I slow-played for a turn and saw RAC go 4 straight+boost straight. He wouldn't be able to turn between asteroids next turn so I knew then that he was going to go all the way down the length of the board, turn around the asteroid in the corner, and hope to flank me.

So I went as fast as I could around the outside of the asteroids towards QD--forcing him to run while RAC got into position. After a couple turns, Quickdraw ran out of space to run and I knew he had no choice but to bring RAC in to support (RAC had just turned around the asteroid in the corner). So instead of continuing to pursue Quickdraw, I turned everyone in towards RAC as he jumped into the middle of the horse shoe. 

That turn I shot RAC up pretty good and he tried and failed to show Poe the dark side (you're gonna need to do better than 2 hits and 2 crits if you're gonna harm a hair on Poe's head, RAC!)

The next turn there were exactly 2 maneuvers he could've performed: 2 bank right (which looked pretty iffy) and 3 bank right which definitely would've worked. Every other move was blocked. RAC lives and dies on his ability to boost to dodge arcs but it was clear where he had to go. I was able to turn around easily due to all the space in the middle of the horse shoe and keep the fire up on RAC and drop him quickly.

Quickdraw didn't have a shot when I cut through the asteroids so he was trying to get into the fight with all 3 ships and I was down I think a shield, maybe 2 on Lowhhrick. QD didn't last long.

Share this post


Link to post
Share on other sites

As wurms alluded to, what happened was what you should expect in doing that.  Generally speaking you want to maintain time on target with your most powerful weapons (in this case your front arc).

 

You do want to use the asteroids, but how is determined largely by what you are facing.  Let's say they line up along an edge to joust. Rather than line up head on, line up to the other side of the first asteroid.  As each ship goes straight forward, eventually, it must turn towards the enemy to maintain arc. For you, you turn your ship towards the board edge. For them, they must turn toward the asteroids surrounding you. On subsequent turns those asteroids will block certain moves - potentially giving you a leg up on the opponent.

Additionally your bank to engage puts your s/fs in position on subsequent turns to segnor either towards your opponent's spawn or the board edge... Both options are fairly safe from the enemy and provide great pursuit arcs either down the edge or into the middle of the board. 

 

It is around this time that your opponent will be navigating the asteroids and the avenues they have blocked may give you positional superiority.

 

For S/Fs that would be the idea of drawing the enemy through a asteroid field. They need to fly at you. If you are in the asteroids at engagement, they will have to turn into the asteroids to shoot you. Now there are tons of permutations to this general strategy but that is the start.

 

Backdraft aside, you don't want to be using your rear arc except out of necessity.

Share this post


Link to post
Share on other sites

First of all, thanks for all the feedback. I am still in the early learning stages of the game and appreciate the help on which "plays" are more and less suited for my squad. 

@Quadjumper King - I do think I need to incorporate bating into my strategy more and I am going to work on that. Thanks for the tip. 

@skotothalamos - Yeah, I think that's what Stay on the Leader seemed to be on about in his article where he was talking about using this strategy with the tie/sf. I think I just need more experience in reading that sort of thing.

@wurms - You are right. The first time I tried it I thought to myself "well of course your flank just got served on a platter." I guess I was just trying to figure out what play/series of moves @Stay On The Leader was implememting, as reported in his article, to reasonable success.

@Force Majeure - I like this. The description and picture **** me to understand your suggestion much easier too. Going to try this on Saturday. Thanks.

@Sekac - Ok, glad to here you refer to it as a jousting squad. That's how I was running them at first. But then I kept seeing people track about how their aren't great at jousting. That's why when I read the blog on an alternative strategy to jousting with tie/sf I decided to give it a go. I guess I should try to remember that in certain matchups it will be fine to just joust with them.

@Ohnoeszz - Thanks for the insight into how and when to use rocks to my advantage. I will be thinking about that now when I am attempting to do such a thing and I am sure it will help me use the rocks more effectively.

Once again, thanks for all the feedback everyone. And for those that are curious. Here is my list:

TIE/sf Fighter: · "Backdraft" (27)
Expertise (4)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
TIE/sf Fighter: · "Quickdraw" (29)
Expertise (4)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
TIE/sf Fighter: Zeta Specialist (23)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
-- TOTAL ------- 99p. --

 

 

 

 

 

 

 

 

Share this post


Link to post
Share on other sites
11 minutes ago, Hotziggety said:

 

TIE/sf Fighter: · "Backdraft" (27)
Expertise (4)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
TIE/sf Fighter: · "Quickdraw" (29)
Expertise (4)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
TIE/sf Fighter: Zeta Specialist (23)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
-- TOTAL ------- 99p. --

The list is pretty interesting and I understand why you are having difficulty engaging your enemy. Straight up jousting will do you well enough against two ship lists but against proper jousting formations with rebel synergy you will want to work on baiting the enemy. This too is difficult as SF's aren't particularly fast or gifted with great dials.

the suggestions above are solid and should be applicable but the most important thing to learn is what you can joust and what you can't. Then take it from there ;) 

if you want to discern how to know when to joust then mathematics and experience are probably your greatest teachers. Learn what fights you can win with brute force and which you can't.

for example in terms of efficiency when LWF is active the SF's are two points undercosted (108% point efficient) as a base model (lowest generic pilot). However when LWF is inactive they are 4 points undercosted (91.3% efficient). This means that without upgrades you have garnered an extra six points of value against 3 attack ships when LWF can trigger. However you lose 12 points of value when it cannot trigger.

There are more factors at play (upgrades, pilot, repositioning) but learning the basics stat lines and efficiency's of different ships can help you know when to joust. 

best of luck :) 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...