Z-1011111 Headhunter (Scum list)

By Wildhorn, in X-Wing Squad Lists

You win a piece of droid if you get the joke ;)

Binayre Pirate (12)
- Feedback Array (2)

Binayre Pirate (12)
- Cluster Missile (4)

Binayre Pirate (12)
- Feedback Array (2)

Binayre Pirate (12)
- Feedback Array (2)

Binayre Pirate (12)
- Feedback Array (2)

Binayre Pirate (12)
- Feedback Array (2)

Binayre Pirate (12)
- Feedback Array (2)

Total points: 100

A swarm build with a twist. Feedback Array allow to easy kill some nasty ship that normally destroy swarm (Phantom, Soontir, etc) if they ever get in range 1. The Cluster Missile is there in case there is a Decimator on the other side to allow to eat faster its hitpoints.
Edited by Wildhorn

The problem with getting in range 1 is getting in range 1. Or rather getting four ships in range one to auto-kill a Phantom!

... Like the decimal reference though! ;)

I never flew a swarm but when I fougth tie fighter swarm, they didn't had much trouble getting in range 1. Their problem was facing where my phantom ended to be. I can't wait for S&V to try flying my first swarm. :)

I think you should paint the 1011111 in black on the side of each ship, and each ship gets one digit in red.

The problem with getting in range 1 is getting in range 1. Or rather getting four ships in range one to auto-kill a Phantom!

... Like the decimal reference though! ;)

decimal? I think you need to get hold of an Accuracy Corrector.

I never flew a swarm but when I fougth tie fighter swarm, they didn't had much trouble getting in range 1. Their problem was facing where my phantom ended to be. I can't wait for S&V to try flying my first swarm. :)

Agreed. You might not auto-kill an arc-dodger in one turn, but 6 fighters in a loose mob can run a pretty effective range 1 'dragnet' that a phantom is going to struggle to avoid....

I just think 12pts for something which is essentially 'situational' is a lot of points. True, the dragnet approach is a cool idea for wearing down larger, slower ships with more hit points. But I think Feedback Array is something you're going to get more mileage from if you use it sparingly (like Vader or Oicunn's ramming ability) rather than basing your whole list on it.

The fact you receive an Ion token as well as the damage to yourself also means it's a little 'one-shot' as you're target (if it survives!) is going to be able to escape whilst you're doing your 1 forward move.

Of course FA is not the whole strategy. This squad is more like a Tie Fighters swarm but instead to have Howlrunner to reroll, I have FA to "insta-kill" arc-dodger if needed. Against a big ship I would simply attack it with ~14 attack dice.

Of course FA is not the whole strategy. This squad is more like a Tie Fighters swarm but instead to have Howlrunner to reroll, I have FA to "insta-kill" arc-dodger if needed. Against a big ship I would simply attack it with ~14 attack dice.

I've been dying to run a 7-Z FA swarm for quite some time because of this. It has all the benefits of a swarm, with the added ability to vaporize the prime targets like phantoms, Fel, etc.

If you face a high HP, low AGI list, swarm it with 14 red dice. If you face fewer ships, eg corran, phantom, Fel, fly to occupy the most board space possible, so that there is nowhere to fly that isn't at range 1 of one or two ships. It only takes 4 such shots to take down a phantom.

This list allows for maximum adaptability based on the list you fly against.

If you face a high HP, low AGI list, swarm it with 14 red dice. If you face fewer ships, eg corran, phantom, Fel, fly to occupy the most board space possible, so that there is nowhere to fly that isn't at range 1 of one or two ships. It only takes 4 such shots to take down a phantom.

Agreed, it only takes four FA shots to take down a Phantom. If the Phantom is still in range 1. Any Phantom pilot worth their salt is not going to leave themselves within range 1 of the Z's when a range two attack gives them four attack dice against your two defence dice. This is why TIE swarms suffer against Phantoms... They don't need to be at close range to inflict enough damage.

Personally I like Feedback Array a lot. But for me it's one of those 'sneeky' upgrades that catches your opponent unawares every now and again. If you spam it across your entire fleet your saying to your opponent "this is what I'm going to do" making it more important for them to counter it. For example, I recently rammed a Phantom off the board with Oicunn. I was only able to do this because I left it late in the game to use his ability. If I'd spent the whole game trying to ram everything in sight, my opponent would probably not left his Phantom where he did.

... Of course I am now fully expecting this list to become the go-to swarm list in the next six months and see it winning Worlds later in the year! :D

If you face a high HP, low AGI list, swarm it with 14 red dice. If you face fewer ships, eg corran, phantom, Fel, fly to occupy the most board space possible, so that there is nowhere to fly that isn't at range 1 of one or two ships. It only takes 4 such shots to take down a phantom.

Agreed, it only takes four FA shots to take down a Phantom. If the Phantom is still in range 1. Any Phantom pilot worth their salt is not going to leave themselves within range 1 of the Z's when a range two attack gives them four attack dice against your two defence dice. This is why TIE swarms suffer against Phantoms... They don't need to be at close range to inflict enough damage.

Personally I like Feedback Array a lot. But for me it's one of those 'sneeky' upgrades that catches your opponent unawares every now and again. If you spam it across your entire fleet your saying to your opponent "this is what I'm going to do" making it more important for them to counter it. For example, I recently rammed a Phantom off the board with Oicunn. I was only able to do this because I left it late in the game to use his ability. If I'd spent the whole game trying to ram everything in sight, my opponent would probably not left his Phantom where he did.

... Of course I am now fully expecting this list to become the go-to swarm list in the next six months and see it winning Worlds later in the year! :D

I do think that the thing that this has going for it is that if the ships are spread out, keeping outside of range one from all Z-95s and staying out of their arcs becomes challeging.

Indeed. If the swarm spread a little to "catch" an arc dodger in their "cloud", it won't be easy to avoid 1 or 2 FA.