Triple E-wing Threat / Swarm Help

By terrymac94, in X-Wing

So I've been playing X-wing strictly as a Rebel player for awhile now, and probably will never consider switching over to Imperial scum :D .

Now that being said I still respect the strategy, planning, and overall execution that an Imperial player has to employ if he/she is ever to avoid being wiped away with A Rebel player's generally high firepower.

So what I'm getting at is: I....Hate....Tie Swarms....

I don't know if it's just me, but unless I'm flying something with assault missles, or a named Falcon, It ends badly.

Even mini swarms (5 or so ties) with 1 Phantom/Interceptor/whatever.

Unless the player is really inexperienced with how a swarm works, it is immpossible for me to split them up using astroids.

I'm pretty damned good with a few E-wings (in fact, no phantom, or defender can escape destruction :) , and to me anyways, using Falcons are kind of like playing the game on easy mode.

So my question is, should I be setting up differently?

Move forward slower? Go after high priorty targets first? Engage the swarm semi-directly? What? Any advice would be greatly appreciated, especially from someone who also uses E-wings regularly. Thanks...

I love e-wings nothing pops better, rebels get all cocky when they suddenly have four green dice it goes to their head and they forget the first rule of agility...don't trust the dice!

Mini swarms are really effective even without howlrunner but because of the low ps they often get dismissed.

But still your usually better killing the big gun be it a phantom, a defender or soon a decimator.

Eating 12 hit points when the fighter is as agile as the tie takes time which could let the heavy hitter do it's work and ruin your day.

The way I usually fly an E-Wing is to run and gun, especially with Corran Horn. Double tapping some Imperial nerf-herder and 5'ing the hell out of there keeps my Corran alive for the next turn. I made a thread last night about running double-decked out E-Wings and proposed two different strategies for offense and survivability.

Since the E-Wing is super maneuverable, you can test the waters of your opponent's movement plan by banking 1 or 2, or even going 1-3 straight. If you want to jump the gun ASAP, then just 5 straight right into them or flank them. A TIE Swarm pumps out great volumes of fire, but the mastermind is Howlrunner so I would gun for her first unless you can chew through a few TIEs at range 1. Also, don't be afraid to run. If you can't quite grasp control of the situation, take a turn or two around the board and out of their firing arcs for a better position to return fire.

I am really loving that 5 straight, it doesmake the E-wing that much more maneuverable. Plus you can slowly move strictly 1's and barrel rolls to avoid going head on too fast in an unfavorable position.

I've been really trying hard / hoping that I can find a way to use 3 E-wings in unison, to hunt down high priority targets regardless of size, attack, evasion, or modifiers. So far this setup has worked insanely awesome, and I haven't lost to anyone with it, unless they're running a mini swarm.

Currently I'm using E'tahn w/determination (I could use vet. instincts, but I've yet to see a named phantom without vet. instincts which is too much of a gamble to assume that I could match PS with a named imperial pilot) and adv. sensors. Plus 2 Blackmoon squadron pilots with adv. sensors. This allows me to potentially crash into a swarm if need be, and use modifiers so it won't be completely suicidal, an just 5'er out of there (or just K-turn :)

But it would be really sweet to pull it off against a mini swarm, because it's great against almost everything else that I've played against.

The other squad I've been trying Uses E'tahns ability to make a heavy laser toting Ten Numb all that more of a badass. It's possible to throw Jan in there, making that heavy laser a beast, but that leaves you with only 5 points extra to work around with. Thoughts anyone?