So, it seems to me that a general consensus has emerged around the best way to build a TIE swarm: Seven ships, Howlrunner at the core, another named pilot or two (often Dark Curse or Backstabber, it seems), then fill up the rest of the slots with academy pilots. Sure, there's variations on the theme, but the theme is prety solid and established.
However, as far as I can tell, a similar consensus has not emerged about the best way to build the Rebel mirror, the Z-95 swarm. Maybe that's because it's not as good (2 defence dice isn't really compensated for by one extra shield), or maybe it's just a consequence of the two ships having been released into vastly different metagame environments - I'm not sure. So I thought I'd tap the collective wisdom of the forums and see what shook out.
I figure there are a couple of relevant factors when deciding what to play here:
1 - Do any of the Named Pilots justify their inclusion?
2 - Are missiles worth the points?
If the answer to both questions is no, then the answer is simple: 4 Talas, 4 Bandits, for 8 ships. That's a solid, if unexciting build, but with just two attack dice across the board, I'm not sure whether it has the firepower to end matches, and, FWIW, I don't think that the answer to both questions is actually No.
Firstly, both named pilots are pretty good - Free Action with Cracken for 19 points and a guaranteed hit from Lt. Blount, and they both come relatively cheaply.
As for missiles, I know that they're out of favour at the moment, but I think that the Z-95 swarm is a case where they really are potentially quite valuable. Obviously, the Lt. Blount/Assault missiles combo is fantastic against swarms, and Proton Rockets, while not as impressive on the Z-95 (4 dice) as on the A-Wing (5 dice), still double its attacking power for one turn. I also think that the current two-ship meta makes missiles somewhat more valuable than they may have been in the past.
Let's assume that a two-ship build is likely to average more or less one Headhunter kill per combat round - you'd expect, say, a Decimator/Phantom build, or a Fat Han/Corran build to focus fire on one Headhunter and, between them, do enough damage to kill it 9 times out of 10. So your game is not going to be a long one - odds are, it'll be over in 12 rounds or under (A seven member swarm will last 7 combat rounds + 2 rounds to get into range, plus a bit of leeway to account for occasions when your opponent may not quite have a firing option later in the game).
Under those circumstances, each Headhunter can expect to throw and average of 6 red dice over the course of the game total. For a seven member swarm, assuming a loss of one headhunter per turn (including the first turn without getting a shot back due to low pilots skills), that's 12 red dice, then 10, then 8, 6,4 and 2 (total 42) divided by 7 headhunters (6 on average each). An Eight member swarm does slightly better, with an average of seven red dice per ship. (Note that these numbers assume that range 1 and range 3 shots cancel each other out on average - that may not be the case, but it wont affect the numbers much).
If you run the same numbers for a six member squad with Proton Rockets, it turns out slightly differently. Assume that 5 headhunters get to fire their missiles before they're destroyed (20 red dice), then they have standard primary attacks for 8, 6, 4, then 2 - that's an average of 6.667 red dice per headhunter - slightly worse than an eight member squad in raw numbers, but it's important to remember that half of those red dice are rolled as 4 dice attacks, which have a much, much lower chance of being evaded than two dice attacks.
Obvciously, those are very rough numbers - there are plenty of factors that complicate them - range restrictions on missiles, the use of munitions failsafe so that you may get a second crack with your prockets, unlucky rolling on the other side, bad flaying of the Z-95s that prevent maximum utilization etc. etc. But I still think that missiles make sense in a Z-95 swarm.
So, this is the list that I will be fielding my next opportunity:
Lt Blount + Assault Missiles + Munitions Failsafe + Deadeye: 24
Bandit Squadron + Proton Rockets + Munitions Failsafe: 16
Bandit Squadron + Proton Rockets + Munitions Failsafe: 16
Bandit Squadron + Proton Rockets + Munitions Failsafe: 16
Bandit Squadron + Proton Rockets + Munitions Failsafe: 16
Bandit Squadron: 12
Total: 100 Points
The Assault missiles are there to break up or punish other swarms, with munitions failsafe just in case the miussile misses (With Lt Blounts ability, I would still get the splash damage, and the get to fire it again another time). That said, it's a low probability event, and I'm not 100% sold on Deadeye vs. Elusiveness - those 2 green dice are just dangerous - so I could scrap it if need be.
For me personally, this list would require me to proxy the fourth Prockets card, so I would have to consider an alternative (likely Ion missiles) in any official tournaments, but that doesn't really affect its general usefulness. I'd like to hear opinions about the build, but more than that I'd love to hear peoples opinions about Z-95 swarms generally - what are good options, have you flown one/against one? Are they effective? And is there one optimal, 7 TIE Howlrunner-esque build for the Z-95, or does one just not exist?
Edited by MacchuWA