Guide to Understanding Movement: Part 8

Part 8: Large Ship Barrel Roll NOTE: This was written for First Edition. Barrel rolling has changed drastically in Second Edition. The concepts and strategies in this article are still relevant for Second Edition, but please be aware of the changes to barrel roll maneuver from First to Second Edition. 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 … Continue reading Guide to Understanding Movement: Part 8

Guide to Understanding Movement: Part 7

Part 7: Formation Flying NOTE: This was written for First Edition. Although the concepts are still relevant in Second Edition, please be aware of changes between First and Second Editions. 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 … Continue reading Guide to Understanding Movement: Part 7

Guide to Understanding Movement: Part 6

Author: Osoroshii (FFG Forums) Part 6: Pilot Skill Level NOTE: This was written for first edition. Second Edition now refers to Pilot Skill as Initiative and ranges from 1-6 (with rare exceptions of 0) 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 … Continue reading Guide to Understanding Movement: Part 6

Guide to Understanding Movement: Part 5

Author: Osoroshii (FFG Forums) Part 5: Decloaking NOTE: This was written for first edition. Although the basic concepts and strategies are relevant for Second Edition, please be aware decloacking rules have significantly changed since this article was written. 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 … Continue reading Guide to Understanding Movement: Part 5

Guide to Understanding Movement: Part 4

Author: Osoroshii (FFG Forums) Part 4: The Boost Action NOTE: This was written for First Edition, and all upgrades and ships reference first edition upgrade/pilot abilities. 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 … Continue reading Guide to Understanding Movement: Part 4

Guide to Understanding Movement: Part 3

Author: Osoroshii (FFG Forums) Part 3: The Barrel Roll NOTE: This article was written for First Edition. Rules for barrel rolling in Second Edition have changed. 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 … Continue reading Guide to Understanding Movement: Part 3

Guide to Understanding Movement: Part 2

Author: Osoroshii (FFG Forums) 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 … Continue reading Guide to Understanding Movement: Part 2

Guide to Understanding Movement: Part 1

Author: Osoroshii (FFG Forums) Part 1: Small Ship Movement Hitting an asteroid 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 before 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 … Continue reading Guide to Understanding Movement: Part 1