New Tactics for a Swarm

By PenguinBonaparte, in X-Wing

I wonder how it would go if you spread your TIEs across the board with the intention of gather mid-field. You're not starting together, but you're moving into a central formation, and then breaking off. Something like:

/_____|_____|_____|_____\ with each vertical line denoting a ship in your squad.

The key would be understanding speed(both you and your opponent), making sure you clump at the right time to hit, but not be struck back while clustered.

As soon as you expect howlrunner to only affect a couple of ties, you should move to the 8 ties swarm I think.

It has no issues with spreading out (outside of firepower dilution) and has more bodies to soak up missiles.

Starting with Bohrdumb initial formation, you can reduce the splash damage on the alpha strike, then close ranks at close quarters.

Usually I found that I usually want to approach ennemy ships at an angle anyway.

Both of these are good points, but it's important to remember that Blount isn't the only thing out there, so your squad still needs to be strong against the same old things. Can an 8-TIE swarm defeat 4 B-wings with Adv. Sensors? I feel in that situation you'd still want the higher PS pilots so you're not eating all their 3-dice attacks every round. And you can't barrel roll out of arcs because they'll barrel roll to get you right back in their sights.

What if you intentionally split Howlrunner as your flanker? She's still a PS 8 TIE fighter pilot, so it's not like her points are totally wasted.

I wonder how it would go if you spread your TIEs across the board with the intention of gather mid-field. You're not starting together, but you're moving into a central formation, and then breaking off. Something like:

/_____|_____|_____|_____\ with each vertical line denoting a ship in your squad.

The key would be understanding speed(both you and your opponent), making sure you clump at the right time to hit, but not be struck back while clustered.

As soon as you expect howlrunner to only affect a couple of ties, you should move to the 8 ties swarm I think.

It has no issues with spreading out (outside of firepower dilution) and has more bodies to soak up missiles.

Starting with Bohrdumb initial formation, you can reduce the splash damage on the alpha strike, then close ranks at close quarters.

Usually I found that I usually want to approach ennemy ships at an angle anyway.

Both of these are good points, but it's important to remember that Blount isn't the only thing out there, so your squad still needs to be strong against the same old things. Can an 8-TIE swarm defeat 4 B-wings with Adv. Sensors? I feel in that situation you'd still want the higher PS pilots so you're not eating all their 3-dice attacks every round. And you can't barrel roll out of arcs because they'll barrel roll to get you right back in their sights.

What if you intentionally split Howlrunner as your flanker? She's still a PS 8 TIE fighter pilot, so it's not like her points are totally wasted.

High PS ties will barrel roll last, after the PS 2-4 B's. They would have to guess where you were going to end up. What I would be worried about is having a B get an action and then K turn, leaving me with a K-turn with no action or turning my back on a B and trying to get some distance before I turned around to engage.

You guys might kinda hate me for this, but i think the Tie-Fighter has seen it's time in the spot light. It still will always be a solid list, but the days of ruling the meta game are over and really i don't think to many rebels will be sad to see it go.

Doesn't need to rule, but it feels very Star Wars to me and is a lot of fun to fly. Hope there are ways to keep it competitive, but if we get more competitive Imperial options that's a good thing too. At the moment I feel like a small group of Ties tethered to a larger ship, be it a Firespray or a Buzzsaw shuttle, is the only other way around the evanescence of our 3hp friends. I'm really eager to see what munitions failsafe does for the bombers too, as I really like them, but haven't managed to get anything but the wildest of swings out of them.

I wonder how it would go if you spread your TIEs across the board with the intention of gather mid-field. You're not starting together, but you're moving into a central formation, and then breaking off. Something like:

/_____|_____|_____|_____\ with each vertical line denoting a ship in your squad.

The key would be understanding speed(both you and your opponent), making sure you clump at the right time to hit, but not be struck back while clustered.

One thing to keep in mind here is that Blount doesn't have to fire at the earliest possible opportunity, he can hang back outside range 3 and wait until you've converged the blob before moving in and launching his missile.

Can an 8-TIE swarm defeat 4 B-wings with Adv. Sensors?

In my experience Tie-F are the bane of B-Wings because of their 1 defense die. In this matchup, you get 4 PS 3 pilots and 4 PS1 pilots against 4 PS2 pilots.

MathWing tells me that by the second volley, the tie player should be down 2 ties, while the B-Wing player is down 1 B-Wing and 3 or 4 shields. It will depend on the dices because the variance is big but I would bet on the imperial side. I'm expecting the Ties to enter the end-game with 3 ties to a single B-Wing.

@iPeregrine: if he waits for the brawl to be joined, then he will risk splashing his own ships, which should limit his options.

Lando Calrissian : Yes, I said closer. Move as close as you can and engage those Star Destroyers at point blank range.

Edited by Icareane

A new type of TIE Swarm:

3x BSP + PtL

3x BSP + Wingman

A new type of TIE Swarm:

3x BSP + PtL

3x BSP + Wingman

You can even make them fly in pair instead of a big block to help mitigate the damage from Assault missiles and gain mor maneuvrability.

I really like it ,it's worth a try.