Carnor and Howlrunner Squad

By PenguinBonaparte, in X-Wing

Anyone with more experience or time to test these ships have advice or insights on this potential squad?

http://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v2!62:18:-1:1:;18:9:-1:-1:;10::-1:-1:;10::-1:-1:;10::-1:-1:;10::-1:-1:

I'd like to run Howlrunner with 4 Academies and Swarm Tactics to get in a solid core to my fleet, and then run Carnor with PTL and a Stealth Device, to hopefully swoop in from the side and negate a couple of tokens for when the main group of ties shoot. There's a danger of the enemy just turning to shoot him first all at once, so if it looks like that's going to happen, I might try to fly past them and hope a few are in range 1 behind me. Just got my aces and haven't used them yet, but hoping there are some cool hybrid squads so as not to simply rely on the swarm for consistent damage potential. The thing I don't like is having 100 pts., but not sure what to drop to get initiative.

Edited by PenguinBonaparte

That's the Howl swarm with Jax that I would play. You shouldn't worry about being at 100pts too much. If you get action denied due to enemy initiative bid, Jax can swoop in to deny actions as well.

The trick with Jax will be to flank with him, making sure that the round your enemy will turn to shoot him, your ties will ne in the enemy's back. That makes it really tough for your opponent to go after Jax. And the same if they go for the Ties, make sure Jax is in their back if they turn for the Ties.

Saw something similar at the local league and going to try it next week. It is definitely a great counter to another TIE swarm. Even with those rerolls, TIE fighters need that focus for attack or defense. The Jax player lost 3 of 7 by the end of it, including Howlrunner, but Jax was unscathed and the other player lost a TIE fighter every turn.