Comparing swarms...

By Plainsman, in X-Wing

Here are some Tie swarm lists, what are your thoughts?

Saber Swarm (100/100)

Saber Squadron Pilot + Push the Limit (24)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Academy Pilot (12)

Academy Pilot (12)

Rex's Swarm (99/100)

Rexler Brath + Heavy Laser Cannon + Predator (47)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Swarm Kir (100/100)

Saber Squadron Pilot + Push the Limit (24)

Kir Kanos (24)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Kir Turr Swarm (100/100)

Turr Phennir + Veteran Instincts (26)

Kir Kanos (24)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Academy Pilot (12)

Academy Pilot (12)

Added: I'm liking this one best currently!

Red And Black Swarm (100/100)

Royal Guard Pilot + Push the Limit (25)

Night Beast (15)

Black Squadron Pilot + Predator (17)

Black Squadron Pilot + Predator (17)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Added:

Turr R And B (100/100)

Turr Phennir + Veteran Instincts (26)

Royal Guard Pilot + Push the Limit (25)

Night Beast (15)

Black Squadron Pilot + Predator (17)

Black Squadron Pilot + Predator (17)

Edited by Plainsman

What about a standard TIE swarm?

But of yours, i think Rex's is the best.

You might want to consider Howlrunner in there.

Rexler Brath - Predator

Howlrunner - Swarm Tactics

Black Squadron - Swarm Tactics

Academy Pilot

Academy Pilot

Rexler Brath - Predator

Howlrunner - Swarm Tactics

Black Squadron - Swarm Tactics

Academy Pilot

Academy Pilot

I personally would drop the black to an AP (2pts), which also drops ST on him (2pts) and then trade Predator out for the HLC. But that's just me. I feel like one ST is normally really nice for getting a shot you otherwise wouldn't, but a second isn't that useful. Though mid game you could swarm an AP up to 4 for what that's worth..

Here's a thought. A lot of points in Brath, but I bet it would be fun:

Brath + HLC + EU + Predator

Howlrunner

Dark Curse

Night Beast

Rexler Brath - Predator

Howlrunner - Swarm Tactics

Black Squadron - Swarm Tactics

Academy Pilot

Academy Pilot

I personally would drop the black to an AP (2pts), which also drops ST on him (2pts) and then trade Predator out for the HLC. But that's just me. I feel like one ST is normally really nice for getting a shot you otherwise wouldn't, but a second isn't that useful. Though mid game you could swarm an AP up to 4 for what that's worth..

I hear ya, unfortunately I do not have a Heavy Laser Cannon yet otherwise I would. The group that I play in is really new, as am I...

I'm avoiding Howl completely! I'm seeing potential Rebel build with 5 ships and am thinking outnumber is going to be the game. Yet, I also want some kind of flanker(s), hence the Interceptor(s) or Rex...

So which of the four builds seems best? Or which one worst?

Edited by Plainsman

i am really digging Black Squadrons with predator. even just having two in a list seems to really get alot of use out of them..

I think avoiding Howlrunner is a mistake for a TIE swarm. TIEs have major problems with doing damage against medium to high agility ships because they only have 2 attack dice per ship. Howlrunner, pretty much, gives all TIEs a free Target Lock and that greatly increases the odds of rolling two hits.

Speaking from experience, unsupported TIEs really struggle to do damage to ships other than the Falcon.

I think avoiding Howlrunner is a mistake for a TIE swarm. TIEs have major problems with doing damage against medium to high agility ships because they only have 2 attack dice per ship. Howlrunner, pretty much, gives all TIEs a free Target Lock and that greatly increases the odds of rolling two hits.

Speaking from experience, unsupported TIEs really struggle to do damage to ships other than the Falcon.

From this comment, I would lean towards the Kir Turr list then...More firepower, yet plenty of Ties to soak up damage...

Howl will be staying at home...I find it to be a point sink that gets little use with how I fly. I don't run "tight" formations!

A Focused HR 2 dice attack averages .82 damage against 3 agility ships. The same attack without the Howl reroll only does .61. That's a 34% boost in damage. If you have at least 3 TIEs that she's supporting, so 4 total, you have the fire power of 5 total TIEs.

Furthermore, she acts kinda like a Biggs in that most players will want to take her out first, even if they have a better shot on a closer target. As such, she can Evade and stay at R3 as your front lines rush into R1 and get even better non-reciprocated shots. At a minimum, they can be at R2 while she's back at R3 with her evade token.

I think avoiding Howlrunner is a mistake for a TIE swarm. TIEs have major problems with doing damage against medium to high agility ships because they only have 2 attack dice per ship. Howlrunner, pretty much, gives all TIEs a free Target Lock and that greatly increases the odds of rolling two hits.

Speaking from experience, unsupported TIEs really struggle to do damage to ships other than the Falcon.

From this comment, I would lean towards the Kir Turr list then...More firepower, yet plenty of Ties to soak up damage...

Howl will be staying at home...I find it to be a point sink that gets little use with how I fly. I don't run "tight" formations!

Taking this into account, how about some named TIEs? For only a couple of points you get better PS and some abilities. I like Night Beast because of the free Focus and Dark Curse because it nullifies a lot of abilities thrown his way.

I think the Kir Turr would be best because you really need those 3 attach dice ships to do damage.

i am really digging Black Squadrons with predator. even just having two in a list seems to really get alot of use out of them..

Red And Black Swarm (100/100)

Royal Guard Pilot + Push the Limit (25)

Night Beast (15)

Black Squadron Pilot + Predator (17)

Black Squadron Pilot + Predator (17)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

I'm really liking that idea! Thanks for the suggestion!

Edited by Plainsman

I think avoiding Howlrunner is a mistake for a TIE swarm. TIEs have major problems with doing damage against medium to high agility ships because they only have 2 attack dice per ship. Howlrunner, pretty much, gives all TIEs a free Target Lock and that greatly increases the odds of rolling two hits.

Speaking from experience, unsupported TIEs really struggle to do damage to ships other than the Falcon.

From this comment, I would lean towards the Kir Turr list then...More firepower, yet plenty of Ties to soak up damage...

Howl will be staying at home...I find it to be a point sink that gets little use with how I fly. I don't run "tight" formations!

Taking this into account, how about some named TIEs? For only a couple of points you get better PS and some abilities. I like Night Beast because of the free Focus and Dark Curse because it nullifies a lot of abilities thrown his way.

I think the Kir Turr would be best because you really need those 3 attach dice ships to do damage.

TURR R AND B

100 points

26 points

Turr Phennir

Veteran Instincts

25 points

Royal Guard Pilot

Push the Limit

15 points

Night Beast

17 points

Black Squadron Pilot #1

Predator

17 points

Black Squadron Pilot #2

Predator

I'm mostly questioning durability without a 6th ship???

Edited by Plainsman

Rexler Brath - Predator

Howlrunner - Swarm Tactics

Black Squadron - Swarm Tactics

Academy Pilot

Academy Pilot

I personally would drop the black to an AP (2pts), which also drops ST on him (2pts) and then trade Predator out for the HLC. But that's just me. I feel like one ST is normally really nice for getting a shot you otherwise wouldn't, but a second isn't that useful. Though mid game you could swarm an AP up to 4 for what that's worth..

I think the idea is that alot of squads are using predator keeping the ps above 2 can keep your opponent from getting to re-roll 2 dice

plus ps4 means you get to fire at the same time as daggers and talas

Edited by barabelsftw

I guess you can call them "swarms" but several resemble "mini-swarms" supporting other ships. Where are the versions running a Phantom (or two) supported by TIE Fighters?

If you're listing swarms you're missing the basic eights:

AP x7, Backstabber or DarkCurse

AP x4, Obsidian x4

Also, swarms without Howlrunner is a crime. Sure Predator can give some ships a boost but for a point more you can give all the nearby ships a boost.

Also missing a couple six TIE sets:

Named TIE Fighters w/ 3 points for upgrades/initiative.

High PS swarm: Howlrunner, DC, Backstabber, BSP + VI (x3) w/ 5 points for upgrade/initiative.

why on Tatooine are you figuring that obsidians are your best bet?

did you forget about the powerful action denial capabilities of academy ties?

it also opens up more options to play with

Edited by executor

why on Tatooine are you figuring that obsidians are your best bet?

did you forget about the powerful action denial capabilities of academy ties?

it also opens up more options to play with

Obsidians vs. Academies can be debated. APs are better for blocking as they move earlier and they save a point for other things. Obsidians' higher PS means they avoid giving the Predators a bigger advantage and lets them shoot before a number of other ships.

Full swarm, mini swarm, they are all swarms of one manner or another...

I started with two Academies in my early lists, there's at least one list above with them. Blocking is what I was intending to do with them...Obsidians would counter other Academies as well as the 2 dice reroll of Predator!!

Howlrunner in a swarm means running a tight formation so its ability can be used. I don't like running "tight" formations and have other tactics for my style of play. Howl, as I mentioned above, ends up being a point sink and unused. One time I think I rerolled a total of 3 dice in an entire game and don't remember gaining from any of the rerolls.

So said, Predator is looking appealing but that's an EPT, so I need to bump up to Blacks...

I like the Academies and their blocking abilities...

I like having one or two higher PS for move last, shoot first capabilities...

I like Interceptors and PTL capabilities for durability and stronger attacks...

There's where I'm coming from in a nutshell.

Steven, you must have responded as I was typing! :)

Thanks!

Edited by Plainsman

You seem to really like Obsidian Squad TIE Fighters. Why's that?

A thing about use BSP + Predator is that for a point more you could be running Alphas with their 3 primary attack dice and boost potential. Ok, a point more and dropping from PS 4 back to PS 1 but it's still an additional attack die and boost.

A thing about use BSP + Predator is that for a point more you could be running Alphas with their 3 primary attack dice and boost potential. Ok, a point more and dropping from PS 4 back to PS 1 but it's still an additional attack die and boost.

And I need more points...Its all a fine balancing act! I want at least 5 ships in this build too...

I feel the need for durability and with Ties in the mix, the only way I can get that is with more ships.

I could just run 4 Interceptors, but what fun is that! :)

I've ran:

2 x Saber + PTL

4 x Obsidian

It's a solid swarm. Only played 1 game where I missed Howlrunner.

I like your

RGP + PTL

Night Beast

2 x BSP + Pred

2 x Obsidian

Squad quite a bit. I'd consider dropping the Obsids to Academies and bumping Night Beast up to Backstabber, giving you a 99 pt initiative bid as well.

Having another gun that can shoot 3/4 dice some times is solid and possibly necessary.

I've ran:

2 x Saber + PTL

4 x Obsidian

It's a solid swarm. Only played 1 game where I missed Howlrunner.

I like your

RGP + PTL

Night Beast

2 x BSP + Pred

2 x Obsidian

Squad quite a bit. I'd consider dropping the Obsids to Academies and bumping Night Beast up to Backstabber, giving you a 99 pt initiative bid as well.

Having another gun that can shoot 3/4 dice some times is solid and possibly necessary.

Thanks for the feedback! Having a second Interceptor is definitely inviting! As you said, another bigger gun might be the tipping point for me!

I might be back to my start again!