Last year, I participated in my local Store Championship, and my local Regionals. My performance was very poor. Coming in last or 2nd to last place.
This year, I planned to put some effort into actually winning a Store Championship and at least making the cut at the Regionals. Now, I didn't win a Championship, but I did improve my standing, and learned a lot about the game. Over the next few weeks, I plan to relate my approach, what worked and what didn't.
Today I'll actually talk about the research. I spent a good amount of time watching youtube videos of the 2015 Worlds event, and the 2016 Store Championships.
Paying attention to how a player actually flies their builds, and the decisions they make can provide a lot of information. One of the first things I wanted to work on was the part of the game after the first joust. When ships have converged, fired, and now have to get past each other and reposition.
This part of a game take much more thought than the initial approach. Attempting to K-Turn a ship and failing, means that ship is-
1. Still not turned around, possibly missing good shots.
2. Gained a stress for no benefit.
3. Now has to attempt to get repositioned AND deal with not having access to red manuvers to get turned around.
The rule of thumb I've adopted, is that unless I'm absolutley sure that ship is going to clear the traffic jam, that I'm not going to dial in a red manuver. I'd rather bump with a green manuver, than make that failed K-Turn.
There are always exceptions, A K-Wing, for instance, doesn't have to worry about getting turned around, since it doesn't even have any red manuvers, and has a turret. (Probably a Twin Laser Turret equipped.) And can dial in a longer manuver, get past the traffic jam, and still get to attack.
But for ships that do have to get repositioned, it's important to do it as quickly and with a minimum of colliding as possible.
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