So the idea behind the Howlrunner leading a 6 Tie swarm is all about overloading the opponent. With only two attack die, high agility opponents cause problems. Most of this typical swarm will also fire last, so high PS build will do damage before some of the Ties even get to fire.
The new ships, both already in play and soon to be, have added even more problems to this type of list. Solution for the Swarm lovers?
Howlrunner+Swarm Tactics
Alpha x3 (or Alpha x2 and Avenger)
Kir Kanos
With the upgrade to the Alphas, your total ship count drops to 5. The trade off is 4 ships with 3 base attack die. Kanos should start in the back so he can use his ability of trading his Evade for a hit. He won't be a likely target, but this might also force your opponent to take R3 shots at him to attempt to strip his token rather than take R1/R2 shots at your Alphas.) Howl will make one of the Alphas a PS 8 for the combat round and Kanos is a 6. Most of your fleet should be shooting before a standard "build for numbers" list. Add in a free dice reroll to the mix and you've got one heck of an offensive punch.
Because the Interceptors have a better dial and Boost, they become a better late game list as well, even after Howl dies.
Edited by Stone37