Swarm Tactics vs Decoy, and how they work together.

By DraconPyrothayan, in X-Wing

The Similarities

Swarm Tactics and Decoy both effect ships at Range 1 of the pilot using the EPT (hereafter referred to as "the Caster").

Swarm Tactics and Decoy both take the EPT slot

Swarm Tactics and Decoy both cost 2 points.

Swarm Tactics and Decoy both bring the target up to the Caster's current level in the attack phase.

The Differences

Decoy can also effect ships at Range 2

Decoy lowers the Caster's down to where the target's was in the attack phase.

Decoy seems to free the pilots from flying in as tight of a formation, at the expense of the drop in pilot-skill from the Caster.

Given that Decoy is a zero-sum bonus, it is a more situational upgrade, even if those situations are plentiful and it is less stringent in its range requirement.

The Combo

Green Squadron Pilots can take both.

Decoy and Swarm Tactics trigger at the same event (the start of the combat phase) ; the order of the operations is up to the fleet commander in its resolution.

When Swarm Tactics would be the most useful option, you can Decoy the higher-PS ship, and then Swarm Tactics it back up to its original Pilot skill.

This has the same effect as if the High-PS pilot had Swarm Tactics, except that it can be used off of any high-PS pilot, and the high-PS pilot still has an open EPT slot. Therefore, your GSP enjoys a boosted Pilot Skill opportunity unless you've simply flown out of R1 of all pilots with PS>4.

When Decoy would be valuable (e.g. the high-PS pilot does not have a shot), you may then use Swarm Tactics to boost a second allied ship with the high-PS you've leeched.

Also, this also opens up the tactical decision of "Do I have another ship that would love to have Decoy right now to make sure it attacks this round, even at Range 3?"

There are probably better combos than this for a double-EPT. For that matter, there are probably better ways to spend 4 points on an EPT in general. However, this is a very interesting disambiguation and interaction that I thought I'd share with you guys :)

Reducing pilot skill isn't necessarily bad, a decoy Black or Green Squadron pilot and an opportunist elite pilot goes together quite well.

I could definitely see value in a Decoy Black Squadron teaming with Howlrunner, an Academy, and Rexler. The Black steals Rexler's PS, Howlrunner uses Swarm, and you get three ships shooting at PS8 to set the table for Rexler's attack.

In general, I don't think we'll see much use of Decoy, as no one wants to shoot later and risk getting killed before he shoots. As such, I think the only lists that'll competitively see Decoy will be lists that know the "caster" can survive through the round. First things that pop to mind are YT-1300+FS, but Corran does as well... Having him use it in the turn he can't shoot means that he doesn't suffer the downside, while he can still run away and then cast it at R2.

I don't really see it being important on Blacks, because then you're paying 16 points to have a 2 attack ship shoot at a higher PS and your better ship shoot at a lower PS... For 15 points, it could just take VI, or for 17/18 points, you could just take Mauler (w/ VI) / HR... And then if used to GIVE an academy it's PS, it'd be better off with Swarm Tactics since they'd be formation flying anyways.

Same thing for greens... It isn't worth spending the 19 (or 21 points pre aces) to take someone's PS... someone that's more likely to be in arc while you're flanking... It just doesn't seem useful at all.

But yeah, Corran probably seems to be the best use of it, which I guess is why it comes in the E wing pack only.

I think the combo will be good playability, but we need to wait for the players that play it, how intereacts, and how weel Works, greettings.

But yeah, Corran probably seems to be the best use of it, which I guess is why it comes in the E wing pack only.

It actually comes in the Z-95 pack.

I haven't found the best situation to use decoy, but obviously you would want to use it on attacks where you don't want to waste your hits against shields; Brath, Ten Numb, anything that deals crits.

I could see this working for someone like Jan Ors or Horton Salm who would prefer to shoot later to Ionize a ship who is defending naked, but pass along a valuable PS 8 to to others.

Situational, but sure makes you wonder about the possbilities...

Edited by born to lose

I like the Corran Potential, also. What about on a Phantom? or a Phantom's ally? If they are still cloaked during the combat phase, their pilot skill doesn't matter, either, so a named Phantom pilot could pull up a low skill pilot. Biggest issue there is no Vet instincts, which will be a must in most Phantom builds.

Decoy also has another use. You may find that it is advantageous to switch around pilot skills in a more elaborate way. With this approach, you could REALLY confuse your enemy's expectations. In a previous thread, I wrote this:

One of the most popular uses of Swarm Tactics is the chain, IE to bring several ships up to the Pilot Skill of an ace by putting the card on several ships.

Could Decoy work similarly? It's function doesn't really seem conducive to that at first, but consider this:

Lets say you have three ships that got separated during the firefight, two of which have Decoy as their EPT. You deem it best for one particular ship to fire first, but it neither has Decoy, nor is it in Range 1-2 of the high PS ship with Decoy. It is Range 2 of the middle PS ship with Decoy which is Range 2 of the highest PS ship with Decoy. Could you activate Decoy to swap the Middle and High ships, and then use the other Decoy card to swap the now highest ship (previously middle) with the low ship?

I'll try to make more sense of it in a Diagram

[PS2]-R1-|-R2-[PS6]-R2-|-R1-[PS9]

The PS9 and PS6 switch, and then the new PS9 and PS2 switch, so it becomes this:

[PS9]-R1-|-R2-[PS2]-R2-|-R1-[PS6]

With this approach, you can really switch up your predictability, which can be really advantageous. Can anyone think of a similar situation that would benefit from adding Swarm tactics as well?

Edited by Engine25

The main difference you didn't mention in your OP is that Decoy can be put on the lower PS ship, whereas Swarm Tactics has to go on the higher PS ship.

Which means you can have a different EPT on the high-PS ship. Like PtL, so it can turtle up and survive until it shoots at a lower PS. Or Veteran Instincts, so the decoy-caster is even higher PS. Or you can give it Determination, for extra survivability.

Edited by Klutz

The main difference you didn't mention in your OP is that Decoy can be put on the lower PS ship, whereas Swarm Tactics has to go on the higher PS ship.

Which means you can have a different EPT on the high-PS ship. Like PtL, so it can turtle up and survive until it shoots at a lower PS. Or Veteran Instincts, so the decoy-caster is even higher PS. Or you can give it Determination, for extra survivability.

I did mention that, but I guess I didn't put enough of an emphasis.

The only use I can think of would be to give your heavy hitter a chance to shoot last, when he has the most knowledge of the best target. For example, all enemy PS 2s shoot, you had decayed down to PS 1, now you know which ships have spent focus and can wreak havoc on the actionless ships.

Or, just shooting at the ship the rest of your squad wounded would be okay as well. It would really only matter if you had like Wedge range 1 of 2 ships, both with the potential to be 1 shot by Wedge, but the rest of your squad is like Range 1 to 1 ship and Range 2 to the other.

I think the first idea makes more sense, saving your heavy hitter to shoot the ships that have spent their focus. Could work well with B Wings with Sensor Jammer. Some form of protection is likely necessary, though.

With Decoy you can set a ship up to be targeted because of its low PS, a tempting lure, only for it to be given a devastating first shot.

Put it on Airen Cracken, give him a hull upgrade to make him a light X-Wing, pair him with two ps 1 E-Wings with FCS and a Bandit with Assault Missiles and you have a nasty little list.

I keep looking at Decoy like it will add up to something more than it's not, but am not seeing a huge reason for the card and am not impressed with any of the combos particularly. It's going to get filed in the "extremely limited use" box along with Daredevil and the like.