Favourite Rebel Swarm

By voidstate, in X-Wing

I like the Rebel Swarm. You get a lot of arcs, lots of ships means damage overspill when one dies (ie. wasted hits), lots of blocking, PS bid by your opponent is wasted, there are no pilot abilities or clever timings to forget in the heat of the moment, and it's just generally quite chaotic and fun.

But what's your favourite setup?

The one I've played most is XXXZZZ (http://xwing-builder.co.uk/view/95588/synergy-smynergy) because it's easy to keep in formation for maximum focussed fire on the initial pass. But I've been considering this instead for more survivability (swapping out a rookie for another bandit to upgrade the other two to Tarn Mison + R7 and Biggs):

XXZZZZ

99 points

PILOTS

Biggs Darklighter [R4-D6] (26)

Tarn Mison [R7 Astromech] (25)

Bandit Squadron Pilot (12) x 4

View: http://xwing-builder.co.uk/view/171773/xxzzzz
Tweak: http://xwing-builder.co.uk/build/171773

On the other hand, I've just come across AAAAZZZ which is very tempting, as I love A-Wings (and I have four of them)...

vs

Edited by voidstate

If you're going to a competitive event in this meta: none.

But just for fun or if the style of play was still like wave 1-3, I like that list you put there. Biggs used properly against other formations would be more than worth it i think, and tarn as a closer.

So, what's the worst matchip for a Rebel Swarm? Phantoms?

Rebel swarms even with the Wave 4 introduction of the 12 point bandit squadron pilot have never matched the 7-8 Tie/ln squadrons. Rebel swarms ten to be smaller in number (5-6 ships compared to 7-8 ships). Also the rebel ships don't maneuver as well. (4 straight and 2 turns compared to 5 straight and 1 turns).

I've had fun and success with:

Etahn + FCS

3x Bandit

2x Prototype + refit.

Lots of nice crits :D

Edited by KovuTalli

Rebel swarms even with the Wave 4 introduction of the 12 point bandit squadron pilot have never matched the 7-8 Tie/ln squadrons. Rebel swarms ten to be smaller in number (5-6 ships compared to 7-8 ships). Also the rebel ships don't maneuver as well. (4 straight and 2 turns compared to 5 straight and 1 turns).

I think the Target Lock is often underestimated, though. If you're not going to be attacked, you can take a TL and it may not be necessary to use it, allowing for a TL + Focus on a following turn. With so many targets, you can often get a lock of TLs against opponents with fewer ships.

And that extra hull can mean another turn of firing (and you're less susceptible to crits with shields).

I have always been a fan of the 4 Blue and 1 Bandit squad. BBBBZ, Ron Brannan took it to the final table at Canadian Nations this past year and nearly won it. It is 14 attack dice with 36 Hull/Shield and that is nothing to sneeze at!

Another list I really like is the 2 Rookie, Blue, and 3 Bandit list. XXBZZZ, its 6 ships with 15 attack dice and 30 Hull/Shields.

Happy flying!

gold ion R2X4, with whatever points remaining in flachettes.

So, what's the worst matchip for a Rebel Swarm? Phantoms?

Phantoms and large-based turreted ships with engine upgrade, like Fat Han, Super Dash, or the VT-49. They can boost out of firing arc and slap you down with their turret. So it take some creative flying to match up well against these ships.

It occurred to me that warthog Y-wings would absolutely destroy deci's. After the initial ionization they can sit behind and keep ion'ed while pressing damage.

I took BBBBZ to Victoria's 18 man tournament and it works well and is even competitive in the current meta.

THe issue with a rebel swarm is usually 2 attack dice is hard to get through on cloaked phantoms and/or interceptors with stealth. However, with that many Bs its doable eventually because 3 is better than 2 and 4 is better than 3.

However, Bs... are very vulnerable to PS1 enemies. and anything with good long straights and decent k turns.

Maybe BXXZZZ next time. Gives you a mix of dials and 2 and 3 attack dice.

BXXZZZ is my first choice of swarms. I have had some success against Phantoms, but a bit of luck is needed against stronger players as well. The number of defence dice you're up against is not a huge problem since you have a lot of attacks, and if you play it right, some of those attacks will be made against defence dice without tokens. It's usually the hyper mobile ships that get you because of your limited dials (relatively speaking) and low pilot skill.

I also played a swarm-ish build with an ORS+Tactical Jammer, A'baht+Veteran Instincts, and 3 Talas this past weekend and did fairly well in a tournament near Seattle, finishing 2nd out of 16 players in a pretty strong field. Having fewer attack dice certainly wasn't great, but the big base of the ORS allowed for a lot of blocking and control of the field and the A'baht's crits were key in a couple of games.

Edited by bgFish

8 z's and one has an ion pulse.