Friday, January 31, 2020

Beginner's Guide to Not Jousting

I've said in the past that flying arc-dodgers is not harder than flying jousters at the tournament level, but there's an initial learning curve on how to avoid jousting.

Here's a basic idea you can try to avoid jousting: Don't put your ships in the same place.


In this case, "same place" means "area covered by the same firing arc(s)". In other words, flank with your ships.

This is not a flank:



This is a flank:


The important thing is where your ships are during the engagement, not where they are deployed. You can start your ace ships anywhere as long as they are spread out before the engagement. Similarly, don't get baited by spreading your ships during deployment but have all your ships end up in the same place by the time the shooting starts.

Of course, things get more difficult if enemy ships have multiple arcs, but this general concept still applies.

There are several reasons to spread out your ships. First, it's easier to arc-dodge and avoid shots with one ship than it is with three ships. When your ships are in the same place, their escape routes may end up getting blocked off by your own ships.

Second, it's hard to arc-dodge and get shots at the same time. Even when all your aces successfully arc-dodge, you may not have gained anything. Flanking means the ships that don't arc-dodge get free shots.

Third, it forces your opponent to make decisions and thus gives them more chances to make mistakes. If all your ships are in one place, your opponent's choices are obvious (turn towards all of your ships). When they have to decide which of three ships to turn toward, they might make the wrong choice and give you a significant advantage.

There's an added benefit of flanking for all ships, even ships that aren't aces. When ships are flying head-on at each other, they usually have to K-Turn to keep their guns on target. Flanking ships can keep guns on target without turning around. This means flanking is especially beneficial for ships that are often stressed and can't K-Turn (e.g. Soontir Fel, Braylen Stramm) or ships that don't have a K-Turn (e.g. the Upsilon Shuttle).

As such, flanking is also important if your list has both a jousting block and a flanker or arc-dodger, or if you only have ships with average or below-average maneuverability but you'd lose a straight joust.

Counterplay

For the other side of the matchup, there are a few ways to play against a flanking list. First, you can try to jump on one ship before the others can capitalize. In the best case scenario, you can kill or cripple one ship for free. If you play it especially well, you may have time to regroup before your opponent can punish even if you don't catch or cripple the target.

Second, you can try to herd your opponent's ships together. You can threaten to jump on a ship and force it to turn into its allies. Once your opponents ships are in the same place, you'll have an easier time catching them.

Sometimes, you can split your firing arcs. This threatens your opponent with at least some damage and may make them play more cautiously with spending tokens on offense. Don't do this if the enemy ships have strong defenses that require focus fire to overcome. This can also leave your ships uncoordinated and in a position to be picked off by the aces.

Finally, you can make sure you catch at least one ship in your arcs, even if you have to give up the flank to the other enemy ships. As long as your ships are shooting, you may still win the damage race. If possible, leave yourself with an option to threaten the flankers with your maneuver the next turn.

There's currently one more strategy against flankers that's potentially problematic for the game: "mobile fortressing". This strategy involves only flying your ships along the board edges, either waiting for your opponent to approach or for a favorable final salvo. It removes one of the flank approaches using the board edge while threatening the other approaches with hard turns and K-Turns. It's often the best strategy if you have a less-maneuverable list. Unfortunately, this strategy could be degenerate since it's pretty easy to execute and has limited options for counterplay. I believe the rules should heavily discourage mobile fortressing for this reason, and judges at various events may already be using their discretion to penalize mobile fortressing.

No comments:

Post a Comment