Okay - so.
I'm trying to learn to use the TIE fighter swarm. But I want to do things a little differently, so I'm trying out a squad consisting of the six named TIE/ln pilots; the three Black Squadron aces (Mauler Mithel, Backstabber, Dark Curse), and the three Obsidian Squadon aces (Howlrunner, Night Beast, Winged Gundark).
It's done okay, but to date I've had one match where the balance of the two lists were massively in my favour*, one where the balance of the two lists were massively against me**, and one where I couldn't hit the broadside of a barn no matter how many shots I fired***, so it's still very much in the 'getting used to it' stages
Now this doesn't leave a lot of wiggle room in the list. Specifically, I have three points left. Equally the only slots I have to use are modifications and the elite pilot talents on Howlrunner and Mauler Mithel.
The way I see it, there are only about half a dozen options:
- Veteran Instincts
- Determination
- Adrenaline Rush
- Calculation
- Squad Leader or Swarm Tactics (max 1)
- Hull Upgrade or Stealth Device (no other upgrades)
Feel free to weigh in with recommendations or to point out a practical alternative I've missed (I've ignored lone wolf, for example, because staying solo when you have a six-ship swarm on the table is bloody difficult in a not especially manouvrable TIE). I'm not looking to change the ships, only their upgrades.
Thoughts?
Some suggestions to start the debate:
Veteran Instincts -nice, simple, and doesn't take much remembering. Furthermore, Mauler Mithel jumps PS8 into PS9 with it, and that's a bracket crowded with very popular pilots. Plus, shooting first with one of the more dakka-ey TIE Fighters is good. Howlrunner...I'm less convinced. Yes, going to PS10 is nice, but the thing is, as long as Howlrunner is alive, I'm probably flying formation around her, so my manouvres are driven by the lowest PS in the squad, not the highest. If I have to break formation to engage a Phantom, though, having Mithel and Howlrunner both going after a PS8 Echo could make the difference between winning and losing, and Echo is certainly somethng a swarm needs to bear in mind.
Determination - for Mauler Mithel I think there's better. I'm aware that mangler cannons, calculation, greedo and vader on decimators means that a lot more critical damage gets thrown around than it used to - so the odds of this sparing you a hit increases. Still, only 8/33 damage cards are affected, so the odds of taking a pilot critical still aren't great. On Howlrunner, obviously it's much better as she's pretty much just a hull 3 caddy to carry her pilot ability around in, so avoiding losing it is good!
Adrenaline Rush - having a focus token or evade token after a koiogran turn is very good...but is it worth it on a TIE fighter? Howlrunner tends to draw all the fire...so maybe for her. The fact that it's only one use isn't too big a deal as sh tends to be dead after a second pass anyway.
Calculation - Mauler Mithel has a four dice attack at range 1 - so I can see this working very well; I'd expect at least one focus result and probably not more than one. Howlrunner? I think her actions are better used keeping her alive.
Squad Leader - No. There is no-one else in the squad I'd want to have an action at the expense of Mauler Mithel or Howlrunner having theirs. A TIE Fighter's action bar is pretty sparse anyway.
Swarm Tactics - If I had a 'chain' of them, then maybe. But elevating one TIE fighter's pilot skill is pretty inconsequential, especially since the lowest is 5 already and it can only go to a maximum of 8.
Hull Upgrade/Stealth Device - Inevitably on Howlrunner. If it saves me an extra hit, it might just give me a second turn of rerolled fire.
* TIE fighters versus Y-wings and specifically Dark Curse versus blaster turrets. For a 16 point wave 1 ship, he just keeps getting more and more annoying for people to deal with...
** A TIE fighter swarm versus two assault missile-laden bombers and Colonel Vessery with Ruthlessness. Splash damage ahoy!
*** Six TIE fighters at range 1 caused.....2 damage.