Picture the scene: you've barrel rolled and
boosted Jake Farrell into a perfect range 1 Procket shot on that pesky shuttle (bye,
bye Palp!) Fantastic! You win! Although... wait... through all that excitement
you failed to notice the presence of a rather large rock that is now a bit too
close for comfort and with Soontir looming into view you need all the actions
(and remaining hull) possible to make your escape!

You could do a hard one left and most likely
stay out of Soontir's arc BUT, will you end up on the rock?

Decisions like this make or break a match of
X-Wing and to be able to confidently say "Hard one left! Out of arc!"
will more often that not win you that engagement, if not the whole game.

*** Disclaimer ***

I'm pretty sure I can’t be the 1st person to
put together something like this. However, I've tried throwing a few search
terms into Google and never had much luck so for everyone else in my boat here
it is:

##
**Red XIII’s X-Wing Maneuver Guide**

A special thanks goes out to Vassal (where I spent ages getting the screenshots). I couldn't have done it without you buddy!

### Straights

Well, to be fair, if you are here, you
probably already know your way around straights but here are a few screen shots
anyway.

#### Small Base Ships

1 straight = 2 base lengths of movement |

2 straight = 3 base lengths of movement |

####
Large Base Ships

1 straight = 1.5 base lengths of movement |

2 straight = 2 base lengths of movement |

Please note, throughout all the large ship
diagrams, I have related everything to a large base. Where the movement of a
small ship doing a 1 forward would be 2 small base lengths (referred to as 2
base lengths in the pics), a large ship doing a 1 forward would move 1.5 large
bases (referred to as 1.5 base lengths in the pics) The reason for this decision was to help with eyeballing moves within the game. If you're moving a large base ship, it makes sense to use that base as a reference point.

Got that? Then let's move onto the more
difficult stuff.

### Turns

Turns are the second easiest maneuver to
visualise. All turn maneuvers, regardless on speed, will turn your ship 90
degrees. There are, obviously, some intricacies (it would be a pretty boring
game otherwise, eh?) for example, a one hard turn doesn’t move you one base
forward and one to the side, we are now getting into the realms of half-base,
quarter-base and third-base movement.

All of these go by the formula:

Lateral movement = forward movement

If you go 0.9 base lengths left, you will
also go 0.9 base lengths forward. Simple!

One very interesting thing I came across
whilst doing this is the one hard turn for large base ships. Everybody says
that when you one hard turn with a large ship your base ends up still inside
the corner of where it was previously. Have a look at the screen shot that
depicts that. Yes, agreed, it does overlap itself BUT not half as much as I had
imagined it would.

Previous to doing this post I would never
have done a one hard turn when next to an asteroid or other ship but armed with
this knowledge, I am much more likely to do something like that.

#### Small Base Ships

1 turn = 1.2 base lengths of lateral and forward movement |

2 turn = 2.1 base lengths of lateral and forward movement |

3 turn = 2.8 base lengths of lateral and forward movement |

#### Large Base Ships

1 turn = 0.9 base lengths of lateral and forward movement |

2 turn = 1.25 base lengths of lateral and forward movement |

3 turn = 1.6 base lengths of lateral and forward movement |

### Banks

Potentially obvious, but any bank move,
regardless of speed will turn your ship 45 degrees. The difference is how far
forward and how far to the side. Honestly, they are a pain to visualise so hopefully this section will help with that.

Almost all of these go by this
formula:

Lateral movement times 2 = forward movement

Almost all of them… the 3 bank on a small
ship doesn’t follow this rule. According to my calculations (and you can see
them on the pic below) a small ship doing a left 3 bank will go 4.2 base
lengths forward and 1.9 base lengths left… my question to you all is this:
WHY???

I have been sitting here staring at these
screenshots for what feels like hours. I can’t work it out. Am I being blind?
The large base 3 bank follows the formula so why doesn’t the small base one?
Please somebody put me out of my misery with this and tell me where I’ve gone
wrong (or tell me I haven’t gone wrong and this is just a crazy quirk in the
maths of the game)

Anyway, here are the pictures.

#### Small Base Ships

1 bank = 1.2 base lengths of lateral movement and 2.4 base lengths of forward movement |

2 bank = 1.6 base lengths of lateral movement and 3.2 base lengths of forward movement |

3 bank = 1.9 base lengths of lateral movement and 4.2 base lengths of forward movement |

#### Large Base Ships

1 bank = 0.9 base lengths of lateral movement and 1.8 base lengths of forward movement |

2 bank = 1.1 base lengths of lateral movement and 2.2 base lengths of forward movement |

3 bank = 1.3 base lengths of lateral movement and 2.6 base lengths of forward movement |

The answer to the first question is (for me) yes, it's definitely worth it. During the time I've been working on this stuff (a few weeks maybe) I have noticed a difference in my flying, I know where a 5K is going to get me and I will do it in the full knowledge that I'm not going off the table. Asteroids and debris have been much less of a worry for me now I can make and educated guess where a 3 bank will put me. As for how to use this info, I think there are 2 schools of thought, either, approximate the whole shebang (i.e. round up the numbers and remember the formulas - lots of "just over a base length" or "just under a base length") OR print out little tables like the ones above and use those for reference. I usually fly all small ships or two big ships so you would only need one set of tables if you are doing the same...

Until then; Red XIII signing off!