Howlrunner + 4 Academies + X

By TheRealStarkiller, in X-Wing

You have 34 points left to fill the X.

How would you complete this squad?

bounty hunter

bounty hunter

Agreed. This leaves you a heavy-hitter on one flank, and a nice 5-tie miniswarm on the other. 1pt for the initiative bid!

OGP Shuttle with Gunner, FCS and Engine Upgrade. It's the new hotness.

My assumption here isn't that you're asking people to fill out a swarm build, so...

PtL stealthed Fel costs you 33 and gives you a nice flanker and a powerful end-game piece. Boring, but classic.

Another fun option might be a buzzsaw Omicron (Engine+FCS+Gunner), 32 points.

Vader with missiles is another classic option, but I'd prefer something with a bit more oomph.

Among the above, I'd probably go with Fel.

Ninja'd, of course. Only Crabbok's post was up when I started. Need to stop watching tv while posting.

Edited by Goosetipher

Yeah ... there are so many valid options you can go with Howl + 4A...

Bounty Hunter

various shuttle options

2 more Tie Fighters

Vader

Phennir or Fel

maybe a loaded Bomber ... or 2 empty Bombers?

any remaining points may used to buy upgrades for Howlrunner... or you may want to gain initiative.

With wave 4, adding a Phantom for 34 points might be very interesting, but this depents on the base cost of the model (25 or 29 points) ... It might be not enough points to include a Defender that is really threaddening ... but lets see.

In the end, Howl + 4 Ties is a good start to begin with - and that won't chance.

I think I would lean toward Vader in this case. This list needs a rabbit and an end game piece. If your opponent makes the mistake of going after Vader first, you're going to get some great shots in. If Howl and the gang can take out all but 1 (or even 2) ships, Vader can take it from there.

I'm just courious if there are some creative ideas comming up.

I like the idea having Vader + Assault Missile around, to get an advantage vs. opposing swarms and rebel synergy squads.

THIS Vader I would use straight forward.

Vader with EU, I'd use as a flanker.

You cold even use Vader with Squad Leader and give Howl a Stealth Device for maximum Howlrunner protection (Focus + Evade + Stealth) ...

So, anybody got an idea for a loaded Bomber?

Rhymer + APT + PTL is at 35 points already and won't work ... too bad his ability cost 5 points ... now he won't fit in.

You COULD run Jonus + PTL and 2 missiles? His ability is only a 2 pt waste :P

I also like having a Gamma + Homing + Homing, with 4 pts to spare for howlrunner.

Though, I also don't like the Gamma much with all the Biggs and Chewys squads I see.

So, anybody got an idea for a loaded Bomber?

Rhymer + APT + PTL is at 35 points already and won't work ... too bad his ability cost 5 points ... now he won't fit in.

Base bombers actually make for good blockers. Their movement dial makes it easier to stay in the way of your opponent. If you didn't want to just throw in two base Bombers;

Rhymer with Concussion x2 would take full advantage of his ability. I also like these missiles because they can be fired without focus and still have a good chance of causing serious damage.

I'm a big fan of Proxy Mines, as they help make your opponents movements more predictable.

Jonus + PtL + Assault Miss. + Concussion Miss. would basically do the same what Vader + Assault Miss. would do.

I think Vader would do a better job in this case. But who knows? maybe another Concussion in time is just what you need to win the match.

OGP Shuttle with Gunner, FCS and Engine Upgrade. It's the new hotness.

I prefer vader over gunner. While gunner does give you a second shot, I feel dealing the damage is more critical since vader is an always, even with blinded pilot. Your shuttle should also not be your main source of damage but rather an annoyance that should be overlooked or focused on leaving the rest of your build up for grabs

Here is the squad I am running with some success, just needs more playtime.

Howlrunner

Mauler Mithel

Backstabber

Nightbeast

Omnicron lambda with Advance Sensors, Darth Vader, Rebel Captive, Engine Upgrade

You can pick between Nightbeast and Winged Gundark but I find that the free Focus action can come in handy while allowing me to barrel roll or evade.

So far this squad can kill 1 BH per turn and to top it off with a critical if all else fails from the lambda

I would keep the 5 Ties as is. My personal choice after that would be;

Omicron Pilot, Adv. Sensors, Gunner, Engine Upgrade, Intelligence Agent (34 points on the nose)

It is surprisingly nimble, packs a real punch and can second guess one opposing move.

This is the list that won the Store Championship I played in:

Howlrunner

+Adrenaline Rush

Soontir Fel

+Stealth Device

+Push the Limit

4 Academy Pilots

I plan to test it out, as well as the same list with Carnor Jax in place of Fel.

This is the list that won the Store Championship I played in:

Howlrunner

+Adrenaline Rush

Soontir Fel

+Stealth Device

+Push the Limit

4 Academy Pilots

I plan to test it out, as well as the same list with Carnor Jax in place of Fel.

I'd swap Determination for Adrenaline Rush, since there are a couple of nasty pilot crits you don't want Howlrunner to pick up.

I would keep the 5 Ties as is. My personal choice after that would be;

Omicron Pilot, Adv. Sensors, Gunner, Engine Upgrade, Intelligence Agent (34 points on the nose)

It is surprisingly nimble, packs a real punch and can second guess one opposing move.

Ive had a lot of success with the Buzzsaw, and adding Swarm Tactics to Howl. I am definitely going to try your setup. I think it'll be at the worst, equal in success, if not a little better with more movement options for the shutte.

OGP Shuttle with Gunner, FCS and Engine Upgrade. It's the new hotness.

I've used this to great effect. It's very underestimated by most opponents.

Turr is also a nice option for 2pts cheaper. Since he'll be getting a howlrunner reroll now and again he's pretty much exactly 2pts less offensive than Fel and defensive equal or more so. Free's up a few points to upgrade a tie to NB or to put a stealth on Howlrunner.

Turr is also a nice option for 2pts cheaper. Since he'll be getting a howlrunner reroll now and again he's pretty much exactly 2pts less offensive than Fel and defensive equal or more so. Free's up a few points to upgrade a tie to NB or to put a stealth on Howlrunner.

I would never count on interceptors getting Howlrunner rerolls as part of a main strategy. Interceptors, particularly Turr and Soontir, are designed for mobility. Flying them in formation is a ticket to the scrap heap. There may be times when they are within range, but don't assume they will be or force them to be. You are taking away the strength of the interceptor by doing so.

Of the first three options listed so far:

  • Bounty Hunter
  • Soontir Fel
  • Buzzsaw Shuttle

The only one that really benefits from Howlrunner rerolls is the Bounty Hunter. But the others have their own advantages too.

Turr is also a nice option for 2pts cheaper. Since he'll be getting a howlrunner reroll now and again he's pretty much exactly 2pts less offensive than Fel and defensive equal or more so. Free's up a few points to upgrade a tie to NB or to put a stealth on Howlrunner.

I would never count on interceptors getting Howlrunner rerolls as part of a main strategy. Interceptors, particularly Turr and Soontir, are designed for mobility. Flying them in formation is a ticket to the scrap heap. There may be times when they are within range, but don't assume they will be or force them to be. You are taking away the strength of the interceptor by doing so.

If you run PTL on him, you can keep him in the back corner of the formation for the initial pass. An opponent who targets him might rue the day when they could have had an easier kill on a tie. Heck, he can take his first shot, barrel roll backwards to the outside, pick up an evade for a stress. THEN you can go to town with him as an iinterceptor. It's true it is probably better to not STRAIGHT FORWARD formation fly for the entire time, jousting and k turning and what not. But then again, how often does that actully happen with a swarm? Usually there is something of a scatter anyways, as opponents will move to block the k turn with low PS, etc. So, I think the counting on the reroll is OK, for the first few rounds, and maybe even for 1 or 2 more if Howl lives. It MIGHT also be nice to draw fire away from Howl too, since Howlrunner ultimately helps the most, damage wise.

Idk, just some thoughts I had, as there really is not much set in stone that you should and shouldn't do, as long as you make it successful.

This reminds me of a thread a little while ago asking to compare things at the same points. For 33-34 points there is so much the Imperials can do:

You have big ship options in the Bounty Hunter and various Shuttle configurations including the Buzzsaw.

You have "Ace" Pilot options such as Vader + EU, Fel + PtL + SD, and others.

You also have boomer options using the TIE Bomber but a single loaded Bomber may be a point sink.

I can't really say how I'd fill out the squad with a mini-swarm supporting/supported by this last ship.

This is how I have built every squad I've actually played. It's owing to my collection, having built up from day one with 2 cores and 1 of each Imperial expansion. Howlrunner + 4 Academies, switching one for Backstabber depending on what I spend the rest on.

Wave 2 it was Vader in his advanced; wave 3 it was Turr Phennir to great effect. After a long hiatus, I need to get practicing with the Firespray and Lambda. Also planning a 3-Int elite list once I collect my Aces, which will be first departure from HW+TIEs.

Very interested in this thread. I think HW plus 3 or 4 TIEs is a very strong core, and I like to split my squad into no more than two groups, so a standalone works well.