Hello all,
A fellow player at my store and I recently challenged each other to play something outside of our respective comfort zones at the next tournaments. I've been playing since the beginning but my main list for the last few months had been VI Dash + a 2/3 A-Wings. A quick look through my collection and online (including this site) made me realized the wealth of options I had at my disposal.
I ended up going with a TIE Swarm, for a few reasons:
1) The structure of the list is completely different than my Dash list. 3-4 for more ships and no clear focal point meant a clear departure from my normal list. This was important . I didn't want to just sub out Dash and A-Wings for the similar, but slightly slower Han + Z-95s. It also has the major advantage of not being reliant on upgrade cards to win.
2) I've always thought the swarm was cool. Nothing looks quite so intimidating as a horde of TIE fighters buzzing across the table. For whatever reasonm I had not yet had a chance to play it.
3) I've heard it was a challenge and wanted to see if this was true.
So with this in mind, I took the following swarm to a standard 3-round dogfight tournament today:
Howlrunner
Winged Gundark
Nightbeast
4x Obsidian Squadron Pilots
I chose it because, out of the pilots available, it was the canonical Obsidian Squadron (check out Wookiepedia if you don't believe me). It also had the advantage of not requiring any upgrade cards, which just seemed awesomely simple to my somewhat obsessive self.
Anyway, after three rounds of competitive play, here are a few thoughts I have on the swarm. Hopefully those of you considering swarm play will find it illuminating and those veteran TIE Swarm players here on the forums can give me some tips.
So anyway, the TIE Swarm...
1) It is powerful. Devastatingly so. The amount of damage that can be done by 5+ TIE Fighters with focus tokens and rerolls from Howlrunner is pretty crazy. In one game I took a full health Kath Scarlett down to one hull with one round of firepower. Granted, there were some bad rolls on my opponent's part, but it still shows the damage potential of this build. However this damage declines rapidly if Howlrunner is destroyed or your forces are scattered. Which leads us to...
2) It is hard to stay together after the initial engagement. On the first pass you should be able to stay together (so long as you are using a proper formation - I feel like this has been covered elsewhere so I won't go into it in great depth). However, once the opponent starts getting their ships in your way - and don't for a minute think that they won't try to block you - your formation is going to break one way or another. It's important then to make sure that you maximize the damage you do on this first pass.
3) It hates AOE effect weapons (like bombs or dead man's switches) and asteroids. This is is mostly because they function like blockers i nforcing you to either break up your formation or pay a very steep price (my first opponent of the day was packing two proton bombs - and I found myself completely wrecking my formation to stay out of range one of the bombs. Asteroids are slightly different in that they can be minimized by deploying your own asteroids cleverly and being aware that a smart opponent will build a dense asteroid belt of their own and then try and force the initial engagement to happen there. In all three games, I deployed my obstacles (the three smallest asteroids) in the corners. In my second game, my opponent built a fairly dense field and then tried to bait me into flying through it. However he approached a bit too quickly and I was able to set up an angle where I could K-turn and force him to come through the asteroids himself into my guns.
4) It is hard to play but also somewhat forgiving. What I mean by this is that what you lose when you screw up is usually offensive production. Bumping happens. Maybe not for top of the line TIE swarm pilots, but definitely for me. However this was rarely as devastatingly crippling as you might think. Several times I ended up bumping several TIE Fighters together. Usually the worst that would happen would be that I'd lose one TIE fighter (1/7th of my fleet) and have no shots the next turn. More often, I wouldn't even lose the fighter and would have a few actionless shots that turn. Compare this to the unforgiving Phantom (or interceptor) which if you screw up and end up actionless you risk losing a large chunk of your squadron in one shot from the enemy. By having all your points and offense spread out in multiple ships, you increase the chance of a screwup, but you also decrease the chance of any one mistake being gamebreaking.
5) it is mentally exhausting. I'm usually a really fast player. With my Dash lists I was usually done, for good or ill by not later than the 50 minute mark against most opponents. With the TIE Swarm, there was not a game that finished in under 60 minutes. Fortunately, we were running 75 minute rounds and I never went to time. Still, this amount of play, compounded with the increased complexity of managing 7 ships had me pretty fried by the third round, where I made a lot more mistakes. However, that said...
6) It is fun! The TIE Fighter is such a solid little ship. It has a pretty darn good dial and pretty good action bar. I had forgotten what a joy they are to fly. Not A-WIng good but still pretty nimble. Taking advantage of the TIE Fighter unique pilots abilities was also a blast. Winged Gundark make not get a lot of love, but he hits pretty hard at range one. Nightbeast and Howlrunner are pretty well documented, but suffice it to say I agree with the community consensus that they're pretty great. Finally, there's nothing quite like the moment when you line 7 ships up for a shot on one opponent. Very gratifying!
Overall I can definitely see myself playing this and other swarm lists more in the future. I want to try the 8 TIE Swarm, the black squadron swarm and all the other iterations I've heard about. I also want to try against different opponents.
Anyway, I hope you all found my ramblings useful!