Turn Zero/One, Some Thoughts

The time has come.

Back to the tables, yeah baby!

Actually, not so much. After being super reluctant I ended up really enjoying TTS play. I’ve even got used to watching TTS games streamed, to the point that in-person games looked weird to me. But I’m a sociable ‘Labrador’ as some of my friends have affectionately nicknamed me so it was never something I was going to ignore. Also, with the imminent arrival of baby number two who knows how often I’ll be able to attend so best get the games in when I can!

I asked the guys on my Discord for article ideas and a couple mentioned the dreaded ‘turn zero’. Now, there are plenty of articles going into detail about that and from much better players than me with Paul Heaver and Oli Pocknell springing to mind. So I thought I’d try a different tact and have a go at explaining my thought process around setup when it comes to flying my current squad of choice.

Before I go into things, this will be for me as much as it is for anyone reading. I’m terrible at remembering what I should be doing (I generally just YOLO it when I’m rushing around) so I’ll be able to refer to this in the future. Let’s do it!

My Squad

Red Squadron Veteran (40)
Selfless (2)
Servomotor S-Foils (0)

Ship total: 42 Half Points: 21 Threshold: 3

Red Squadron Veteran (40)
Selfless (2)
Servomotor S-Foils (0)

Ship total: 42 Half Points: 21 Threshold: 3

Kyle Katarn (31)
Jyn Erso (2)
Engine Upgrade (2)
Moldy Crow (16)

Ship total: 51 Half Points: 26 Threshold: 3

Wedge Antilles (54)
Marksmanship (1)
Plasma Torpedoes (7)
Servomotor S-Foils (0)

Ship total: 62 Half Points: 31 Threshold: 3

Total: 197

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel%20Alliance&d=v8ZsZ200Z2X130WWWW142Y2X130WWWW142Y48XWW40WW107W156Y5X125W234WWW142&sn=New%20Squadron&obs=

My Squad’s Job

This squad is, like all of my squads, a jousting unit. The four ships rock up in a tight formation and do their best to blow something up quickly. Wedge has Plasma Torpedoes that synergize well with his ability; knocking a green die off gives the Plasmas a better chance of hitting and removing that shield. The two Red Squadron Vets have Selfless to try and draw some crits away from Wedge as he always has a huge target on his back. I like the fact they’re I3 too, beating a lot of generics ships at the moment in the initiative race.

Lastly, we have the HWK. I’ve been trying out different fourth ships (K-Wing, U-Wing, Sheath) but there are a few reasons the HWK is winning out. Firstly, Kyle’s ability to pass a focus token at the start of engagement really helps Wedge out as he can make sure he gets lock for the torps. Secondly, with the Moldy Crow title, he has a big gun to match the X-Wings and can go into the first engagement at least with a focus for himself as well for someone else. Thirdly, the HWK has the boost action so if I decide I gotta go fast then it can keep up when the X-Wings close their foils.

Is this the iteration I’ll stick with? Probably not* but it’s where I’m at with it at the moment. Ideas are always welcome, just don’t suggest Biggs as the fourth ship.

*I’ve already moved on but this is still good to write.

Which Obstacles and where?

I know that some players struggle with which obstacles to take so I’m going to briefly explain how I decided.

I don’t want to give my opponent any advantages that I don’t have to so gas clouds are out. My list is about big guns doing big pew pews so a blank turning to an evade…hard pass. Debris is out as well, mainly because I don’t want to chance the extra stress. I know I could still shoot on them and I know there’s a smaller chance of me taking damage than on asteroids but I don’t want that stress. So that leaves me with asteroids. I’ve flown X-Wings long enough that I feel very confident moving them around the board, I rarely park them on a rock. I feel like opponents don’t like seeing them so they are in. Occasionally I will just zoom straight over an asteroid if I feel it’s worth the positioning, damage and actions be damned!

So where to place them? I like the classic ‘two and two’. This means that I like my rocks placed at range two in the corners, here’s an image for your viewing pleasure.

I know the X-Wing shouldn’t be there yet, they’re just to illustrate the rock placement clearly.

I will try to place two of my rocks in my corners as it gives me more control on my side of the board. As players don’t want to joust this list they will start the opposite side and try to flank me; with big rocks at my end, it gives them more to think about when coming around, especially if they’re not the most confident flyer.

The third rock will generally go at two and two in the opposite corner to where I placed my ships. If I decide to zoom up the board edge and turn around then it’s a good marker as if I don’t go past the rock, I know for sure the X-Wings can 4k.

Ship formation?

I’m a jouster, I like Rebels, and I have a deep love for T-65s so a pinwheel is perfect for me. It means that if I can get my enemy in arc of my formation they will likely have a bad day. The downside is that it’s easy to get stuck in the mindset of ‘I’ve got to stay in formation’ when it’s not a good idea to. I’ve found that a big part of this list and lists like it is knowing when to break formation and scatter. At some point in the game, it’s simply better to start having multiple arcs in different directions.

It’s not a formation but it’s a cool image!

Placement of ships

This is simple enough. Because the ships are in a jousting block and susceptible to getting flanked it’s a good idea to start them on one side of your board edge, just like in the pic above. Your opponent will then likely set up as far away as possible to avoid the joust!

Turn One Considerations

Do you do the classic Rebel slow-roll/’one forward to victory’ or go aggressive and four straight into boosts? Both have their merits. The slow rolls allow you to better read what your opponent is doing and react accordingly. The four straight boosts are just super aggro; if your opponent has slow-rolled, it can put them under some pressure to get moving as they won’t want to get caught.

Should I be placing the ships or obstacles differently?

The HWK can perform a red stop, could I somehow self bump to slow down my squad? Should I start my squad split up so I have multiple arcs in different directions straight away? Honestly, I’m not switched on enough to know. It would take me a few games and I’ll probably have moved on by them. I was asked if it sometimes might be worth starting Wedge ‘away from the pack’ as it were; it would definitely give your opponent something to think about in regards to target priority but Selfless seems less useful if Wedge doesn’t rejoin.

I know that I will be testing placing my first obstacle at ‘two and three’, so moving it further up the board. I think this will give me more options when starting the game as I can easily two or three-speed turn in instead of moving up.

This hasn’t been the most in-depth post you’ll ever read. But I hope it gives you some idea of what to think about. Until next time, pilots!

P.S. If you want a chance to win the new Scum Squadron Pack then become part of my Patreon community. Just pick a tier by the end of July and you’ll be in the draw. If you can hang around after July I’ll be able to do more of these but there’s no pressure. The link to my Patreon is below, good luck!


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