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X-Wing: Moving Formations, Part 3

4 Minute Read
Dec 11 2013
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Welcome back Academy Pilot!  Today we will talk about how to fly in tight formation and NOT bang into your wingman.


First off, make sure you’ve caught up with part 1 and part 2 of this series.  Ok, let’s continue.

Before we talked about what moves not to make when it came to flying in a tight formation where upon examination we realized that you can’t make equal numbered Turns or Banks with ships that start out 100% adjacent to each other. Today we’ll talk about what moves actually don’t end in overlaps and therefore Action robbing collisions.

So let’s check out some more moves! First up- Turns. I want to get 3 Turns out of the way first and since we know what happens if we do double 3 Turns, let’s look at what happens when the outside ship pulls a 2 Turn and the inside ship pulls a 3 Turn.

Oh, that’s right out. No good.

Ok, moving on. Let’s switch those templates and try the reverse- the outside ship pulling a 3 Turn and the inside ship pulling a 2 Turn.

Friggin’ finally! Now we’re getting somewhere! Two ships Turned and didn’t crash into each other! Holy mackerel!

So we’ve covered 3-2 and 2-3, let’s try a ship on the outside Turning 3 and an inside ship Turning 1. Should be cool, right?

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Oh fo’ sho’. No problem there at all either. Let’s try a 1-3 and finish off the 3 Turn permutations.

Smooth like Colt .45.

At this point we can probably make some pretty valid assumptions about how to make Turns of differing values work, but since I went to the trouble to take all these pictures and upload them to Picasa, humor me and we’ll see how this plays out. Next up, a 2-1.

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Ok, so a 2 Turn for the outside is cool with a 1 Turn for the inside. We already did a 2 Turn outside with a 3 Turn inside (wasn’t cool- scroll back up if you already forgot that result and consider seeing a doctor about increasing your ADD meds), so let’s switch them and see if a 1-2 nets the same results as a 2-3 did.

Same results- overlap.

Right. So that’s it for turns. Here’s a handy summary of the above-

TURNS
(Where ships are adjacent and Turning Left)
2-3 Overlap
3-2 Safe
3-1 Safe
1-3 Safe
2-1 Safe
1-2 Overlap

Want to place any bets on Banks?

Same deal- let’s go through the various permutations starting with the 3 Banks. I’ll go in the same order as I did with the turns so I don’t go completely crazy here trying to keep this straight.

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First up we’ve got 2 Bank outside, 3 Bank inside.

They’re really, really, REALLY close, but it’s a valid move- no overlap.

Let’s flip the templates. Now we’re looking at a 3-2.

Oh yeah! No problem there whatsoever! Two for Two! I spelled that out so nobody would think I was talking about a 2-2 which we already covered the other day. I’m serious. And by nobody I mean me, primarily, for when I go back over this and proofread it later.

All right, next on the list is a 3 Bank outside, 1 Bank inside.

Not a care in the world, those two. They’re just rollin’.

Switch templates to a 1-3.

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Ditto for these moves. All good.

Last set of moves starts off with a 2 Bank on the outside and a 1 Bank on the inside.

No problemo. Hasta la vista… baby.

Switch templates to a 1-2.

Damn right it was a good day.

Bank summary time-

BANKS
(Where ships are adjacent and Turning Left)
2-3 Safe
3-2 Safe
3-1 Safe
1-3 Safe
2-1 Safe
1-2 Safe

If you want to get into X-Wing Miniatures but don’t know your Evades from your Target Locks, by all means, stop on by the hippest pilot bar in the galaxy- TheMetalBikini.com. We serve all kinds (yeah, even droids- they’re the best tippers), and have a whole bunch of articles from breakdown summaries of every single card released so far, to tactics articles, to our Bikini Battle Basics new player guides- all served up with a heapin’ helpin’ of my own personal brand of slang and humor. Can you dig it? 

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