TIE Swarm, Core only. What objectives?

By Vertrucio, in Star Wars: Armada Fleet Builds

Pretty sure others have thought of this, but I'm wondering what objectives would go well with this TIE swarm list?


The basic plan is VSD I forward, VSD II slightly behind covering from flankers. Tarkin keeps handing out command tokens, then on the right turn, use Weapons Liaison to pop Squadron command dials on both ships, alongside a stored Squadron command token to activate 5 squadrons each. Wipe out the enemy fighters, or hit weaker targets like flanking Corvettes.


Victory II 85

Grand Moff Tarkin 38

Expanded Hangar Bay 5

Weapons Liaison 3


Victory I 73

Expanded Hangar Bay 5

Weapons Liaison 3


Howlrunner 16

9x Tie Fighter Squadron 72


Total: 300
Edited by Vertrucio

I personally would trade the Vic 2 in for a Vic 1 with the dominator title, same points more consistant damage and engineering commands can counter any self damage,

Other than that looks good like the idea, it may end up a little under powered against capitals (especially the escort frigate) but good idea nonetheless

Yeah, I'm keeping the swarm well away from the Escort Frigate. However, in order for the frigate to keep watch over the other ships, they'll have to bunch up on the table. This means my VSDs have an easier time finding targets.

Thanks for the tip about the VSD I, I'll give that a try. The VSD II is easier to use for players with the red dice. So if I let someone else try a full game, I'll use the list above, but if I play it, I'll definitely use the VSD I with Dominator title.

Edited by Vertrucio

My list is very similar and has had great success when engaging the rebel fighters early. The objectives I pick are Intel Sweep, Opening Salvo and Fleet Ambush.

Intel Sweep: Try to put your tokens in the middle, and aim to claim those first. This allows you to move left or right with your slower ships to claim that 3rd token. The Rebel player doesn't have the durability to compete with you head to head, so if you use early fighter commands to engage their X-wings, they are pretty screwed.

Fleet Ambush: Well if you are in the Ambush with a Star Destroyer and you go first, your fighters that deployed with you in the ambush zone can be rather quickly inserted into an alpha strike position. You may also find your Star Destroyer in an early position to do some serious Damage. If your opponent deploys on a flank or both to avoid your early shot, you have already denied them a large chunk of their own set-up zone because they want to avoid your front fire arc. Deploy your second victory at speed 2 with a loaded fighter command to respond to an early rebel flank, and get your second Vic in to cover your potential flank. Either way a really neat situation that the Star Destroyer has the durability to survive.

Opening Salvo: With only 2 ships and maxed out fighters, my enemy has a max Victory point allowance of 75 if he manages to damage both victorys and keep them from repairing it by turn 6. On the opposite end many rebel fleets feature 4+ ships, although less points, gives me a better chance of causing damage to weaker ships with a better Victory pts allowance. Basically if your opponent wants points, he is going to have to come and get them from a ship that outmatches him. Estimate a well timed repair command and you could be sailing here.