Six TIE Swarm... Can one less academy pilot work?

By HoundsTooth, in X-Wing Squad Lists

Recently had the urge to fly a TIE Swarm (so far I've only run mini-swarms with Shuttles or Phantoms). Rather than go for a recognised seven TIE swarm I've been thinking of dropping an Academy Pilot and using the points to upgrade the rest of the swarm. So far I've come up with this:

Mauler Mithel + Veteran Instincts

Howlrunner + Swarm Tactics

Backstabber

Dark Curse

Black Squadron Pilot + Draw Their Fire

Obsidian Squadron Pilot

Squad comes in at 98pts for the initiative bid. Mithel runs at PS9 as a possible Whisper counter. Howlrunner with Swarm Tactics does what Howlrunner with Swarm Tactics does. Backstabber and Dark Curse offer increased attacking power and increased resistance while the BSP allows me to draw crits from more important ships. Even the Obsidian is there for a reason... Predator insurance! No more 'two re-rolls' for you!

I was thinking as flying them as a loose (ish) box with Backstabber on the outside edge so he can break away easily. Howlrunner and the rest in close formation for the re-rolls. Until the dogfighting begins that is! :)

Or you could have everyone fire at PS9 :P

Darth Vader (29) Swarm Tactics (2)
"Howlrunner" (18) Swarm Tactics (2)
Black Squadron Pilot (14) Swarm Tactics (2)
Black Squadron Pilot (14) Swarm Tactics (2)
Black Squadron Pilot (14) Draw Their Fire (1)
Total: 98
Edited by Klutz

Unfortunately, I'm not sure a high-PS swarm will do very well in this meta, for a couple reasons.

You'll have a big advantage over other swarm lists (rebel or imperial) that are at a lower PS than you, since you'll (hopefully) be able to drop a ship or 2 before they fire. But, if you lose your PS bid, versus Whisper, Han, etc, you'll have a harder time than a lower PS swarm since a) you'll be locked into the order your ships activate, making maneuvering more difficult, b) you have less ships on the board to block decloaks, spread firing arcs around, etc.

And with the prevalence of high-PS, low-ship count lists you're probably better off with a Howl + Obsidians swarm.

But, if you're not looking for a competitive build, a high-PS swarm can be a LOT of fun with all those special abilities (just don't forget them!) and swarm tactics passing PS around. :D

Edited by Klutz

Maybe Squad Leader as an option on Howl? That way the TIEs that will be in the middle of combat that aren't Mithel can get a Focus and Evade.

I like the choice of Backstabber and Dark Curse they're the two wingmen I've been using with Howl for their offensive and defensive abilities respectfully. They don't need to be on as tight of a leash as academies.

Whoa. Never seen cascading swarm tactics before! Brilliant...

Maybe Squad Leader as an option on Howl? That way the TIEs that will be in the middle of combat that aren't Mithel can get a Focus and Evade.

I like the choice of Backstabber and Dark Curse they're the two wingmen I've been using with Howl for their offensive and defensive abilities respectfully. They don't need to be on as tight of a leash as academies.

If you put Squad Leader on Howlrunner, there's a solid chance she'll get shot down before the APs get to shoot, since she'll be without a focus/evade token.

If you put Squad Leader on Howlrunner, there's a solid chance she'll get shot down before the APs get to shoot, since she'll be without a focus/evade token.

Wait what Academy? Since this is a squad that uses higher PS ships it might make a good optional Pilot Skill if you're expecting alot of High PS squads that are already using Veteran's to shoot before you do anyways. If it looks like you expect to engage the enemy with Howlrunner in their arcs you don't have to use Squad Leader to give another ship an action instead. You would use the normal evade action to keep her safe for that round instead.

If this was a Howlrunner with as many of Academy Pilots as you could fit in sure go for Swarm.

Wait what Academy? Since this is a squad that uses higher PS ships it might make a good optional Pilot Skill if you're expecting alot of High PS squads that are already using Veteran's to shoot before you do anyways. If it looks like you expect to engage the enemy with Howlrunner in their arcs you don't have to use Squad Leader to give another ship an action instead. You would use the normal evade action to keep her safe for that round instead.

If this was a Howlrunner with as many of Academy Pilots as you could fit in sure go for Swarm.

How do you plan on consistently engaging your opponent with Howlrunner out of arc, yet at range 1 of the other TIEs?

There's a reason many swarm builds use combinations of Hull Upgrade, Shield Upgrade, Draw Their Fire, Push the Limit, Stealth Device, etc.on Howlrunner and/or a Black Squadron Pilot: it's to keep Howlrunner alive as long as possible. Squad Leader on Howlrunner does the opposite, it favors another TIEs survivability by sacrificing Howlrunner's.

Edited by Klutz

I think there's merit to getting Intimidate into a list like this. Make that block count.

Or you could have everyone fire at PS9 :P

Darth Vader (29) Swarm Tactics (2)
"Howlrunner" (18) Swarm Tactics (2)
Black Squadron Pilot (14) Swarm Tactics (2)
Black Squadron Pilot (14) Swarm Tactics (2)
Black Squadron Pilot (14) Draw Their Fire (1)
Total: 98

I like it. I'm just concerned that even with Rashon's reroll, 5 2-dice attacks isn't actually that much firepower. The fact that you need to kill Howlrunner and Vader and (probably) Draw Their Fire Guy to drop their pilot skill is quite impressive. It'll get even better once Vader has access to the TIE x1 refit.

Going to be a right pain in the rear the time you come up against Whisper with Veteran Instincts, though.

Mauler Mithel + Veteran Instincts

Howlrunner + Swarm Tactics

Backstabber

Dark Curse

Black Squadron Pilot + Draw Their Fire

Obsidian Squadron Pilot

Squad comes in at 98pts for the initiative bid. Mithel runs at PS9 as a possible Whisper counter. Howlrunner with Swarm Tactics does what Howlrunner with Swarm Tactics does. Backstabber and Dark Curse offer increased attacking power and increased resistance while the BSP allows me to draw crits from more important ships. Even the Obsidian is there for a reason... Predator insurance! No more 'two re-rolls' for you!

I was thinking as flying them as a loose (ish) box with Backstabber on the outside edge so he can break away easily. Howlrunner and the rest in close formation for the re-rolls. Until the dogfighting begins that is! :)

Nice. I've been wanting to get practice in with the TIE/ln All Stars - the six named pilots come in at an appealing 97 points, allowing Veteran Instincts on Mithel and Howlrunner, which I guess would work the same way. I'd need to get more practice in with them - the fact that you have 5 different pilot skills in your list means you're locked into a specific order of manouvre; flying the squad well will take some experience.

I'm thinking of trying a variation on Hothie's Drunken Shark - breaking the 6 TIEs into two groups of 3 - fly them in their 'squadron groups' and each group has a very-high-skill pilot (9 for Mauler Mithel, 10 for Howlrunner), firepower greater than their stats would suggest (Mauler Mithel and Backstabber's extra dice, Howlrunner's reroll for Night Beast and Winged Gundark), and a natural, slightly tougher than expected 'point man' (Dark Curse's immunity to focus and rerolls, Night Beast's Focus/Evade), and treating each group of three as a sort of big ship.

I've tried a list like this many times in older editions. I say drop Howlrunner as she is dead weight. This list should not fly in formation. You want to use your high PS and actually swarm the enemy. There will be no guarantee that Howlrunner will be within Range 1 of enough of your ships to make her useful and your enemy will just focus her down fast. She will be a waste of points. I'd go for anyone other than Howlrunner.

It wouldn't be a bad thing to have at least one Academy for blocking. If you are able to block one ship, you can then swarm it and shoot it down with such a list.