The Pillars of X-Wing
World Chamion of 2013, 2014 and 2015, Paul Heaver, wrote about the three pillars of X-Wing around a year ago.
He explains the types of Jousters, Arc-dodgers and Turrets.
However, I find this article of the poor grey pilot much more comprehensive. Additionally he expands the concept to a 4th and even 5th pillar.
Read the article of the poor grey pilot, it’s worth it. However, a summary for myself:
Jousters are simply trading hit points with the enemy, trying to be the last ship flying. The idea is that they have more attack dice and enough hull/shield to destroy the others first. It is an easy idea without many abilities, actions, difficult tactics or maneuvers - just fly and shoot. However, flying a bunch of ships together without bumbing yourself requires some training and experience. They are strong against turrets and weak against arc-dodgers because turrets don’t care if they get shot at and arc-dodgers will get behind you.
Arc-dodgers are trying to avoid hits (dodge firing arcs). The usually 2-3 ships all have several actions. This requires you to not forget them and to choose the right one. Additionally the literal arc-dodging requires a good eye. Thus these lists are both a lot of fun to fly and very difficult. They are strong against jousters and weak against turrets, as you can’t dodge the arc of a 360° turret when there is none.
Turrets are usually large ships (with the exception of the Y-Wing) with a turret that shoots in all directions. Their lists can be huge, such as a Fat Han or Dash58. It is feasible to accompany them with your own jousters or arc dodgers, depending on what you expect to encounter more often. They are strong against arc-dodgers and weak against jousters.
Pillars 4 and 5 are complicating the whole game, and I have to admit that I have not yet quite understood how to fly with or against them.











