Z-swarms: ineffective or simply untested?

By cyclopeatron, in X-Wing

What's not to like? It's a cheap 4 or 5th ship in builds... It allows for you to spend more on ships while not having to drop to 3 ship lists that don't historically do well.

Additionally the points efficiency of the ship is incredible, you get a lot for your points. I don't remember where it ranks on Major Juggler's jousting efficiency but I know it's in the top 5.

I'm in the middle of re-tooling my scripts to calculate durability based on number of shots to kill rather than average damage intake. Higher HP ships generally fare relatively worse than before, despite correcting the overall points curve to their advantage. The numbers are meta-dependent, but the typical values are:

  • Shuttle: 105.4%
  • TIE Phantom + ACD: 103.7%
  • Rebel Z-95: 103.4%
  • Syck: 101.9% (assuming 12 points PS1)
  • TIE Fighter: 100% (baseline)
  • Scum Z-95: 99.1% (assuming 12 points PS1)
  • A-wing + Refit: 94.1%
  • TIE Bomber: 93.6%
  • B-wing: 90.2%
  • TIE Interceptor: 88.1%
  • IG-2000: 87.5%
  • TIE Phantom: 87.2%
  • X-wing: 87.0%
  • StarViper: 84.8% (assuming 24 points PS1)
  • Y-wing: 83.1%
  • A-wing: 83.0%
  • Firespray: 79.6%
  • TIE Advanced: 78.0%
  • E-wing: 77.4%
  • TIE Defender: 75.7%
  • Outrider + HLC: 71.2% (assuming HLC shots 100% of the time)
  • Named YT-1300: 64.9%
  • YT-2400: 64.7%
  • VT-49: 60.7%
  • ORS YT-1300: 58.7%
  • HWK-290: 54.0%

Does this take into account available actions etc? I'm surprised the chardaan A is not more efficient that the Tie.

Basic Z-95's are great naked its when you start spending points on missiles you have problems because they are fragile and in multiple games now i've killed a headhunter in one attack from one ship.

Basic Z-95's are great naked its when you start spending points on missiles you have problems because they are fragile and in multiple games now i've killed a headhunter in one attack from one ship.

This is more an issue with missiles in general.

What's not to like? It's a cheap 4 or 5th ship in builds... It allows for you to spend more on ships while not having to drop to 3 ship lists that don't historically do well.

Additionally the points efficiency of the ship is incredible, you get a lot for your points. I don't remember where it ranks on Major Juggler's jousting efficiency but I know it's in the top 5.

I'm in the middle of re-tooling my scripts to calculate durability based on number of shots to kill rather than average damage intake. Higher HP ships generally fare relatively worse than before, despite correcting the overall points curve to their advantage. The numbers are meta-dependent, but the typical values are:

  • Shuttle: 105.4%
  • TIE Phantom + ACD: 103.7%
  • Rebel Z-95: 103.4%
  • Syck: 101.9% (assuming 12 points PS1)
  • TIE Fighter: 100% (baseline)
  • Scum Z-95: 99.1% (assuming 12 points PS1)
  • A-wing + Refit: 94.1%
  • TIE Bomber: 93.6%
  • B-wing: 90.2%
  • TIE Interceptor: 88.1%
  • IG-2000: 87.5%
  • TIE Phantom: 87.2%
  • X-wing: 87.0%
  • StarViper: 84.8% (assuming 24 points PS1)
  • Y-wing: 83.1%
  • A-wing: 83.0%
  • Firespray: 79.6%
  • TIE Advanced: 78.0%
  • E-wing: 77.4%
  • TIE Defender: 75.7%
  • Outrider + HLC: 71.2% (assuming HLC shots 100% of the time)
  • Named YT-1300: 64.9%
  • YT-2400: 64.7%
  • VT-49: 60.7%
  • ORS YT-1300: 58.7%
  • HWK-290: 54.0%

Does this take into account available actions etc? I'm surprised the chardaan A is not more efficient that the Tie.

No, that is only the stat line jousting efficiency. The Refit A costs 15 points but its durability is only 35% higher than the TIE Fighter when you consider the average number of shots to kill each (and also making a bunch of other assumptions about action economy and the meta). It results in a jousting value for the Refit A-wing of 14.1 points, and it costs 15 points. Once you add in the Boost it looks much better, but I haven't pulled the numbers through that far yet. I have more pressing things to work on right now. :)

As soon the most wanted pack comes out and the m3 (< wrong?) interceptor 20 point pilot which is defensive howlrunner. Having that with 6 z-95's is gonna be a good list i think.

If you want to run six Z-95s for the Scum you're apparently going to need two Most Wanted sets even if you already owned half a dozen Z-95s. See the "dial" threads for why this would occur.

I'd like the headhunter's more if they had a generic pilot with an EPT for about 14 points. (ps3)

That wouldn't make a lot of sense when there would be a PS 4 pilot for 13 points. Now a PS 5-6 with an EPT for 14-15 points could be pretty interesting although it starts running into the PS 3 Green Squadron Pilot for 17 points.

What's not to like? It's a cheap 4 or 5th ship in builds... It allows for you to spend more on ships while not having to drop to 3 ship lists that don't historically do well.

Additionally the points efficiency of the ship is incredible, you get a lot for your points. I don't remember where it ranks on Major Juggler's jousting efficiency but I know it's in the top 5.

I'm in the middle of re-tooling my scripts to calculate durability based on number of shots to kill rather than average damage intake. Higher HP ships generally fare relatively worse than before, despite correcting the overall points curve to their advantage. The numbers are meta-dependent, but the typical values are:

  • Shuttle: 105.4%
  • TIE Phantom + ACD: 103.7%
  • Rebel Z-95: 103.4%
  • Syck: 101.9% (assuming 12 points PS1)
  • TIE Fighter: 100% (baseline)
  • Scum Z-95: 99.1% (assuming 12 points PS1)
  • A-wing + Refit: 94.1%
  • TIE Bomber: 93.6%
  • B-wing: 90.2%
  • TIE Interceptor: 88.1%
  • IG-2000: 87.5%
  • TIE Phantom: 87.2%
  • X-wing: 87.0%
  • StarViper: 84.8% (assuming 24 points PS1)
  • Y-wing: 83.1%
  • A-wing: 83.0%
  • Firespray: 79.6%
  • TIE Advanced: 78.0%
  • E-wing: 77.4%
  • TIE Defender: 75.7%
  • Outrider + HLC: 71.2% (assuming HLC shots 100% of the time)
  • Named YT-1300: 64.9%
  • YT-2400: 64.7%
  • VT-49: 60.7%
  • ORS YT-1300: 58.7%
  • HWK-290: 54.0%

Does this take into account available actions etc? I'm surprised the chardaan A is not more efficient that the Tie.

No, that is only the stat line jousting efficiency. The Refit A costs 15 points but its durability is only 35% higher than the TIE Fighter when you consider the average number of shots to kill each (and also making a bunch of other assumptions about action economy and the meta). It results in a jousting value for the Refit A-wing of 14.1 points, and it costs 15 points. Once you add in the Boost it looks much better, but I haven't pulled the numbers through that far yet. I have more pressing things to work on right now. :)

That's about what I expected I guess. The action bar is enough that it either pushes it over or gets close enough. That's more or less in line with my own experience. The z being just as efficient drives me nuts. I want to fly As because I'm an Ace with them, but often times I want to run 3 and 9 points is a lot of upgrades to your main offense.

What's not to like? It's a cheap 4 or 5th ship in builds... It allows for you to spend more on ships while not having to drop to 3 ship lists that don't historically do well.

Additionally the points efficiency of the ship is incredible, you get a lot for your points. I don't remember where it ranks on Major Juggler's jousting efficiency but I know it's in the top 5.

I'm in the middle of re-tooling my scripts to calculate durability based on number of shots to kill rather than average damage intake. Higher HP ships generally fare relatively worse than before, despite correcting the overall points curve to their advantage. The numbers are meta-dependent, but the typical values are:

  • Shuttle: 105.4%
  • Rebel Z-95: 103.4%
  • TIE Fighter: 100% (baseline)
  • A-wing + Refit: 94.1%

That's about what I expected I guess. The action bar is enough that it either pushes it over or gets close enough. That's more or less in line with my own experience. The z being just as efficient drives me nuts. I want to fly As because I'm an Ace with them, but often times I want to run 3 and 9 points is a lot of upgrades to your main offense.

Yeah, in that case the above efficiency rankings make sense. 9 points is a lot to spend to upgrade 3 Zs to 3 Prototypes, and going from PS2 to PS1 in the process. If I wasn't for Proton Rockets, the A-wing could easily get away with a straight up 2 point cost reduction instead of Refit.

Edit: Z's and A's being a tough choice to choose between the 2 is a good thing, it means that their costs are now pretty well balanced.

Edited by MajorJuggler

I am in love with the green squadron pilots with refit missile slots, and test pilots. Give them PtL and something else and I am in love <3

However Tycho with refit+test pilot+PtL+DareDevil+experimental interface is quite a ship, and I have been trying to cram it into a bunch of my lists. Boost+DD+evade or TL+focus+evade is great fun. Can't wait to get my hands on Jake too!

Basic Z-95's are great naked its when you start spending points on missiles you have problems because they are fragile and in multiple games now i've killed a headhunter in one attack from one ship.

One thing you did not consider is that suppose you one-shot a 12pt bandit Z, will your 20pt+ ship survive the return fire from the other 6-7 Zs? I trade 12pts for your 20+ pt ship any day.

so i dont know if this has been said yet but does any one thing that LT Blount with assualt missles even the playing feild for z-95 vs swarms? he auto hits so the splash damage will always go off and if the swarm spreads out there not getting howwel runner so make the field a more even fight since the zs can fly formation and the tie cant get to close to each other. and if they do stay close you are take most of the ties down to 2 hull. i dont know if this maybe makes the z-95 swarm any better or not but imo i think it even things out by alot.

Short answer: no.

Lieutenant Blount with Assault Missile is a counter to swarms, but he is only a counter to swarms. A Lt Blount Zswarm forces the TIE swarm to break formation (which it should be doing anyway against Z-95s as in a straight joust the TIE is at a slight disadvantage) negating Howlrunner if she's present.

It's probably possible to tailor a Z-swarm to annihilate the TIE swarm, but even if you do, you've only beaten the TIE swarm: there are a hell of a lot more matchups. Just because a Z-swarm beats a TIE swarm doesn't mean it's better than the TIEs outright.

Basic Z-95's are great naked its when you start spending points on missiles you have problems because they are fragile and in multiple games now i've killed a headhunter in one attack from one ship.

One thing you did not consider is that suppose you one-shot a 12pt bandit Z, will your 20pt+ ship survive the return fire from the other 6-7 Zs? I trade 12pts for your 20+ pt ship any day.

Erm I'm saying they work best when cheap and In large numbers and that loading them with expensive one shot missiles makes them worse.

12 point ship good but 17 point ship bad because it's fragile.

I really don't get how you thought I was saying the basic 12 point ship was bad.

That´s a good point shifty. It´s important to note that the math display naked ship confrontations and muntions skew it for the turn it is used. E.g. Lt Blount + Assault Missiles adds 2 attack dice plus something like 2-3 damage towards a swarm, but only in the first exchange. As the sample size of a single game is so small (i.e. it doesn´t last so many rounds or times out) it´s worth bettering the odds early on.

Z-95 arguably are the best missile carriers in the game, but the trick is to not go overboard. Say:

  • Lt Blount + Assault Missiles + Swarm Tactics
  • Z-95 Bandit + Concussion missile
  • 5x Z-95 Bandit

=100

That´s 9 Points invested to get a head start vs swarms (Assault) or Fat lists (Concussion) with the added bonus of Blounts downing Stealth devices nor are you bound to follow formation like the Tie swarm.

Edited by Scactha

Im not trying to say it makes it better then a swarm but if closes the gap between them and make the fight more of a even fight. and i think it still really good vs most other lists that u will see for instance and biggs luke and wedge list. well if they stick together there gunna be at range band one for biggs protection and 4 attacks dice at range 3 is good vs 2 evade dice so u prob can drop bigs early and still get the 1 damage throu to luke and wedge. and if they do break up and stay away from each other u then now can single out luke and wedge and focues on the ships that are gunna do the most damage. also ruthlessness is imperial only if i remember. now this had been a list i have been toying with a little and it seems to work not to bad.

AIren Cracken-19

squad leader-2

Concussion missiles-4

fail safe-1

Lt Blount-17

Aussault missile-5

4X Tala Pilot-13

=100pts

the idea i had with this is u have 2 good missiles that work well with most situations. u fire them off at range 4 for an first strike then Airen runs like a minni howel hes giving up his action to give one z-95 a target lock or focus and when he shoots he also gives another action so u should have 2 ships shooting with a target lock and a focus after u spend your missiles. this gives u 6 ships so lots of ships on the table from a rebel stand point. in the few games i have played it it has worked out pretty good im winning and losing about half each.

6 ships are too few Z's in my opinion. Either 7 or 8 if you are going pure Z's in my opinion.

This will be very interesting in Wave 6 when Scum arrives. If Scyks are also baselined at 12 Points we´d have an Scum build reverse emulating the Howlrunner + Academy Pilots swarm. Supposing cost scales equally for Scum Z-95s (PS1 = 12 & PS3 = 13) the same build could be:

Serissu

4x Scyk

2x PS3 Scum Z-95 + Proton Rockets

Blounts swarm breaking is replaced by Serissus better protection for the swarm which is better overall because the Lts thing is not as good against fat ships.

I like that even better. Pity muntions for Scyks seem to be premium cost or else they´d carry the rockets too.