Making it undefeated into the top 8 and losing first round. I faced a lot of swarm type builds and beat 4 out of 5.
A great number of people are not fans of swarms. Howl Runner with out a doubt is a powerful pilot with a low cost. Most people think of a swarm as just tie fighters. I consider interceptors with Howl are just as bad in some ways worse. I classify any mass ship build that clusters around Howl as a swarm. There are some variations of the mini swarms. Howl and a small cluster of ships with another ship in the build that does not stay with the swarm.
I think the swarm is a "dumb build". Not that its a bad build but a build anyone can just pick up and just slaughter their opponents with out flying well or strategically. A very deadly build in the hands of an experienced player. Being that the dice favor offensive vs defensive is why this build is so deadly. On a tie fighter with a focus you have about 56.25% of rolling 2 hits and 93.75% of getting just 1 hit out of 2. Being able to reroll a dice with Howl gets it up to about 85% for 2 hits. And the stats for getting 3 hits with an interceptor a reroll and focus are not much worse. Then on top of that veteran players who frequently play this build all pull what I call bumper ships. Fly a ship into the spot your ship is mostly likely to go. Just to make you bump and lose actions. It's my opinion this play style cheapens the game. And I don't think the game was intended to be played in such a way. But when you have several ships and your only purpose of moving two or 3 of them into spots that your opponent can only fly to just to make them lose action is total garbage. That alone will screw most non swarm builds. This tactic does not effect other swarm builds that much. I think this is also why you see so many of them. Not only is it a deadly build but it is also a good counter build to a swarm. Now that I've explained what I think of swarms and grab a tissue I'm going to talk about a build that can beat swarms. Even against some of the best players I know.
DUAL FALCON!
Yes I know some people have ragged in other forums about how duel falcons is a cheese build that only the worst players play. I think the Swarm is the cheesiest build you can play. I never intended on playing Rebels. But when I flew any build against a Tie Swarm it was instant death. The games were simply not enjoyable. And I am not one to play in a style that the majority does. I'm always looking for the odd build that nobody expects. A fan of Firesprays I quickly adapted to flying big ships. I very much like the interceptors and Firesprays yet non of the builds did very well against the Swarm. To make matters worse my evade dice seem to hate me with a passion. The most logical ship I started to look at was the YT-1300. I was going to Worlds last November being a new player I wanted something simple. Han was a clear choice for me and so was Chewy. Not expecting to do well at all I was 3-1 going into the 5th round. Now this is another "Dumb build" one that any new player could play. If anything easier for a newer player then a Tie Swarm. But could it be as deadly if perfected? Your dam right it can cupcake.
Thanks to some great people I've gotten to know playing X-Wing of Vassel the tweaking of the Dual Falcons began. Clearly outrim smuggler was not on the list. Leaving Chewy, Lando, and Han. I tried a lot of variations of Han and Chewy only to be bested by the bumper ships. The worst example is my Chewy Strikes Back video on youtube. I had both falcons fly in a formation. Only making things I think more predictable for the bumper ship to block Hans movement setting him into a trap. Han shot first but also died first. Then as I played the game more. I realized the advantage how good it was to have pilots of the same pilot skill. Then the Doewy (dough-wee) build was born. Putting veteran instincts on Chewbacca making him a PS7 flying along Lando opened up a ton of options. Who moves and shoots when. When I first read Lando's pilot ability I thought it was junk. All I could think of is who would even waste there time on him. You would have to have Numb with him and even then I thought it was garbage. Well turns out just like in the move Lando isn't all that he appears to be. Flying along side Chewy is awesome. Its like chewy having push the limit with out the stress. And if a bumper ship makes Chewy crash. Lando even if the crashes into Chewy still gives him a action. My first build was just to beat these bumper ship builds like 2 A wings and 3 B wings. The A wings main job is to strip you of actions leaving you in position for the B wings to shoot you down. The first variation of Doewy is Lando with Nien Numb and Luke Skywalker. Chewy with veteran instinct and Gunner. Nothing says: "Bring IT!" like to wookies in a ship. So the plan is to fly Lando along side or behind Chewy in formation to give him an extra action. If the ships all bump no big deal. Chewy still gets an action and with Luke, Lando gets a 2nd round of dice with a partial focus. And death rains down upon the bumper builds.
To my surprise this build played well against THE SWARM. And so began the tweaking. Lando and Chewy are 86 points not leaving much room for options. Nien Numb and veteran instincts are a must. Leaving you with 12 points to play with. Still surprising how many builds you can still do with so few points.
But at last I shall reveal it to the swarm. At last I shall have my revenge. My new signature Doewy build. Lando with Push the Limit, Nien Numb, Millennium Falcon. Chewy with Veteran Instinct, Recon Specialist, and Gunner. A newer player I'm sure could play this just fine. But experience will greatly improved the tactics behind this build. At first it may look very simple. But there are hidden layers of strategy behind it. Depending on the type of build you play calls for a different style of playing it. However the key to this build is the many options it opens up as the game goes on. This build could be flown in formation side by side or follow the leader. It could even be split up and each ship can do well on its own. One key is to fly Chewy closer to your opponents ships. Kinda making him the main target. And when they do choose to focus on Lando their hopefully shooting half their swarm at range 3. It is not good for Falcons to be shooting at range 3. Always try to get in close. You don't want to joust a swarm. But when you move in to attack try to get as close as you can. Yah you may lose actions on Lando. And you will take a lot of shots. Hopefully you kill at least one ship. If you took on a swarm head on this is the point where they simple K turn and shoot you up some more. After a close round of shots a swarm will struggle to fly around to big ships and hopefully break their formation. Getting a swarm out of formation is the best thing you can do. In this process you may lose 1 ship. Hopefully you've killed 2 or 3. 4 Ties out of formation are simple ships waiting to be killed by your remaining falcon. If Chewy is alive he is effective in the way he gets two chances of inflicting damage on a tie and with 2 focuses improving his evading too. Then you have Lando. Unless he is close to death always target lock and push to focus if you can. Be mind full of your next move. If you can't go forward or do a 1 bank you may think twice about pushing. With 4 forward being a green this can drive pursuing opponents a bit crazy. If Lando is close to death and facing a few tie fighters. Evade and push to focus. And then try to move as far away as you can. Use you best judgments on when to use focus on shots.
What I faced at the Wisconsin Regional to the best of my memory.
Round 1. A Tie Swarm with Howl and Mauler with Swarm Tactics. Maybe a Black Squadron with draw fire. And then a bunch of academy. He made the choice of going for Lando. This should have favored me because a few ships where at range 3. The dice were not with me. Lando was dropping fast. I did mange to take out one ship fist round of shots. Things looked grim. After breaking formation and some how keeping Lando out of my opponents arcs. I evaded some hits. Lando stuck around 2 more rounds. That was two more shots he got off allowing me to catch up a little bit. Chewy proving to be to much for the remaining ties.
Round 2. Mini Swarm and a Bounty Hunter. Howl w/ Stealth and 3 Academy pilots. A bounty hunter with recon and heavy laser cannon. After my opponent set up i put my ships on the opposite side of his Bounty hunter to his Academy pilots. Making him fly his Academy pilots towards his Bounty Hunter who moved after them. This forcing him to take on my two falcons alone. I landed several hits on the bounty hunter and only taking a few damage. Thanks to some rock placement his ties were out of formation attempting to join the bounty hunter. I did take 5 shots at one of his tie fighters and all 5 he rolled 3 evades for all 5 attacks. And Lando was going down. Finally after landing some hits on the tie fighters they all started to drop like flies. The bounty hunter decided to join in the fight but it was to late. Once in range the Bounty Hunter was finished off before firing another shot.
Round 3. Interceptor / Tie Swarm. Now this swarm impressed me the most. And I thought for sure was going to toast me. Howl w/ Swarm Tactics, Mauler w/ Swarm Tactics, Royal Guard Interceptor, and 2 Alpha Interceptors. He got initiative and 4 of his ships would shoot before me. Again the first few round did not look good for Doewy. Landing only 1 damage on the Royal Guard and Chewy taking several hits. But they flew to close to my big ships forcing him to turn away and break formation. Royal guard and Mauler were picked off. Chewy was out of most arcs forcing him to switch target onto Lando. Each round I picked off another ship. He manage to take out one of my ships but it was to late.
Round 4. Non swarm Kagi (Lamda) Tie Fighter (Academy) Soontir Fel, and Jax. Lined up the opposite end of the interceptors I quickly raced to get behind the Lamda. Having to target lock it proved to be more taxing then expected. Took a few range 3 shots stripping it of shields. It return fire and took off one shield. The academy pilot moved into blocking position. But it was to his demise. Lando made quick work of him rolling 4 hits at range one with no actions. Not really having a good shot at the Interceptors Chewy finished off Kagi. Having a lower pilot skill helped take out the interceptors. Moving first Chewy ended up blocking Jax. Lando shot him down. Soonter was left. And hes a tough nut to crack. But he to fell but not with out a great fight.
Round 5 Non swarm. 4 B wings with advance sensors. Not a very crafty build but it did make it to the top 8. I think seeded 4. I bummed rush him with my big ships not giving him many movement options. Made quick work of one of the B wings. I had a nice start on my opponent. But he didn't go down easy. He ended up taking out Chewy. Then it was 2 beat up B wings Vs a healthy Lando. My dice started to go cold and his got hot. After taking out another B wing Lando had only 1 shield. And when the final B wing died Lando was down to 3 hull. So there was a possibility for a loss.
Round 6 Swarm Vs Jake a well known player in Wisconsin who won several store championships.
Jake had a Tie swarm. Howl , Backstabber, Black Squad with draw fire, 4 X Academy pilots. He stuck to his formation and I got a pot shot at Black and did a few damage. I got fairly lucky on the 2nd round of shots and Chewy one shot Howl, Lando finished off black. Chewy still took a fair amount of shots. The next round Back stabber was dead and a Tie fighter injured. Chewy was finished off. Then my dice went from warm to hot. Lando then proceeded to make quick work of the remaining ties. And doing a fair job of evading.
Top 8
Round 1 Swarm Howl, Backstabber, Academy pilots, and 3 X Alpha Interceptors. Position wise it went to my advantage. No range 3 shots. We got real close first round of shots. But my dice went cold. I just wanted to take out 1 interceptor reducing the amount of shots I would take. Chewy range 1 with gunner 2 focus and a target lock. All shots evaded. Lando range 2 with a target lock and focus same ship. All shots evaded. This was not good. He then landed 9 shots on chewy. Rolling almost all hits. And I rolled some evades. Chewy is beat up more then I like after the first volley. But my opponent will now have to break formation. He then K turned some ships bouncing and some ships went straight leaving only a few shots at chewy. Lando was just short of clearing his ships. I land a few hits. My opponent then rolled all hits over and over with out actions. Chewy managed to stay alive and Lando took a beating. My opponent then proceeded to box Lando in. Chewy finished off Backstabber and Lando I think did a few damage. Chewy then died to a range 3 shot from a ship with no actions that rolled all hits. Lando has 5 hull left. My opponent went out of his way to block Lando the next few rounds. This causing him to lose shots but stop me from getting actions. Lando finishes off an interceptor. Another interceptor range 2 with no actions rolls 3 hits. Lando eats them all. My next move i get out of the box and out of the arc of one of his interceptors. Using push to get a target lock and focus. Howl crashing into lando leaving him with no shot. Lando one shots the interceptor who has a shot at him. With 2 hull left Lando does a 1 bank. Sadly clipping an asteroid. Not taking damage but in prime position for my opponent as he has both ships ready to shoot. Lando dies.
I wouldn't go as far to say Duel Falcons is the end all build but over all it does well. And I think it is the best counter build to a tie swarm. I tell new players this game is 1/3 build, 1/3 skill, and 1/3 dice. Being good with 2 of the 3 can give you wins.
Round 1