It's probably 20 minutes till I play my friend...he likes tie swarms. What would you pit against it if you knew 7-8 ties were headed your way?
What's your fav anti-TIE swarm list?
Emily Blunt with Assault Missiles.
a rebel swarm
maybe the ever popular bbbbZ or a mess of z's and a's
Whisper and Echo. Both running ACD, Gunner, Vet Instincts, Fire Control System
rebels stack up well, but nothing infuriates 2 die ships as much as 3+ agility
Whisper and Echo. Both running ACD, Gunner, Vet Instincts, Fire Control System
Only fly these two ships to demonstrate how much of an autowin this match up is. 85~ points.
It takes full broadsides with a swarm of 2 dice attacks to plink a single shield off a cloaked phantom with 2 defensive focuses. Good luck getting 8 full volleys off as you're losing a TIE Fighter or two a turn. Believe me, the swarm player can't do anything against this build, it's obnoxious.
Edited by ParaGoomba SlayerIt takes full broadsides with a swarm of 2 dice attacks to plink a single shield off a cloaked phantom with 2 defensive focuses. Good luck getting 8 full volleys off as you're losing a TIE Fighter or two a turn. Believe me, a bad swarm player can't do anything against this build, it's obnoxious.
Fixed it for you.
A good swarm player should clog decloak lanes and make the phantom's life a nightmare to maneuver, winning the game through action and movement denial. It's not the easiest, but a good swarm player should be okay in that match.
Not exactly a "squad" on his own, but a properly built Biggs is a massive pain in the ass. While Ties just love plinking away at B-wings like a swarm of malevolent little Woodpeckers, they're not as keen on shooting a range 3 X-wing (that 3 agility problem).
http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!48:27,37,38:3:2:;36:27,73,93,74:2:13:
That's what I took. The rockets are useless on the falcon, but I don't know what to spend the last 3 points on. I'm happy with everything else.
He took 6 TIEs a phantom and Howl Runner. I won
- he was pretty tired though.
http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!48:27,37,38:3:2:;36:27,73,93,74:2:13:
That's what I took. The rockets are useless on the falcon, but I don't know what to spend the last 3 points on. I'm happy with everything else.
He took 6 TIEs a phantom and Howl Runner. I won
- he was pretty tired though.
...ion pulse perhaps?
It would be expected by exactly nobody
Edited by ficklegreendiceA good swarm player should clog decloak lanes and make the phantom's life a nightmare to maneuver, winning the game through action and movement denial. It's not the easiest, but a good swarm player should be okay in that match.
All you have to do is not park both of your phantoms on an asteroid, it's that simple.
Edited by ParaGoomba Slayer
You cannot block Echo and Whisper is still rather hard to block. Denying it an action does nothing since it will get a free target lock and a cloak and a focus. It's not a nightmare to maneuver when you can just decloak right, hard left 1. You shoot first and the handful of ships that can shoot at you with 2 dice attacks miss.A good swarm player should clog decloak lanes and make the phantom's life a nightmare to maneuver, winning the game through action and movement denial. It's not the easiest, but a good swarm player should be okay in that match.
All you have to do is not park both of your phantoms on an asteroid, it's that simple.
Eh...Echo maybe, but Whisper is a fair bit harder than that.
I've always found the linear decloaks very easy to predict and account for, and that really isn't helped when there is an obstruction helping you out by limiting Whisper's choices. The free crap is annoying, but it only kicks in if (und only if) Whisper attacks. Whisper cannot attack if she (he?) cannot decloak, or if she (he?) has nothing in arc. She (he) is not a stupid turret, after all.
Whisper is the biggest reason I've been recently enjoying V.I Howl in my Tie Swarm. 2 red dice don't mean a whole lot, but they mean a whole lot more against 2 agility rather than 3.
You cannot block Echo and Whisper is still rather hard to block. Denying it an action does nothing since it will get a free target lock and a cloak and a focus. It's not a nightmare to maneuver when you can just decloak right, hard left 1. You shoot first and the handful of ships that can shoot at you with 2 dice attacks miss.A good swarm player should clog decloak lanes and make the phantom's life a nightmare to maneuver, winning the game through action and movement denial. It's not the easiest, but a good swarm player should be okay in that match.
All you have to do is not park both of your phantoms on an asteroid, it's that simple.
Eh...Echo maybe, but Whisper is a fair bit harder than that.
I've always found the linear decloaks very easy to predict and account for, and that really isn't helped when there is an obstruction helping you out by limiting Whisper's choices. The free crap is annoying, but it only kicks in if (und only if) Whisper attacks. Whisper cannot attack if she (he?) cannot decloak, or if she (he?) has nothing in arc. She (he) is not a stupid turret, after all.
Whisper is the biggest reason I've been recently enjoying V.I Howl in my Tie Swarm. 2 red dice don't mean a whole lot, but they mean a whole lot more against 2 agility rather than 3.
If you're flying a swarm, your opponent's super Phantom has something in arc. So it's not IF Whisper attacks, it's WHEN Whisper attacks. Since I'm not flying a turret, you also have to consider that I need to position my ships to get shots off too. If I block all of the decloak lanes I've used a bunch of ships to do that, or if I make sure that when it decloaks it has nothing to shoot at then I'm probably not getting a shot off either. Besides, then my opponent can see that and just use his action to cloak.
With a free 2 barrel roll or boost prior to moving and a white hard 1 turn it might as well be a **** turret, with its ability to teleport sideways and then spin in place. Often it will get blocked one way, and then just decloak the other way and still have a shot. The Phantom isn't hard to move, it's actually pretty easy to move considering the strength of sideways right decloak followed by hard 1 left turn. You can simply ignore asteroids by moving out of the way with your free 2 barrel roll before moving. You don't need to K-turn and nothing else on your dial is red and you get to do a ton of free ****. Much more maneuverable than an A-Wing or TIE Interceptor.
Edited by ParaGoomba Slayer