Imperial swarm

By ONEnONLY1, in X-Wing Squad Lists

What list or lists are good to run against an imperial swarm?

Against a TIE swarm? Something that can throw out a lot of modified 4-dice shots that can be used to one-shot TIEs, so maybe Super Dash + Corran?

Primarily depends on the swarm. In general, against a generic 7 or 8 TIE swarm, strong ships that throw 3-4 dice of damage while also having 3 agility are the best options here. That means Interceptors for Imperials and IG-88 for Scum. A well-flown dual-IG list can take 0 damage and table a TIE swarm relatively easily, as the TIEs have difficulty punching through 3-4 dice + tokens with just 2 attack dice.

If you have the cards to do so, try IG-88 B and IG-88 C, both with Push the Limit, Fire Control System, Heavy Laser Cannon, Autothrusters, and the IG-2000 title. 100 points on the nose, and is one of the more popular builds for Dual-IGs

Edited by Eruletho

Primarily depends on the swarm. In general, against a generic 7 or 8 TIE swarm, strong ships that throw 3-4 dice of damage while also having 3 agility are the best options here. That means Interceptors for Imperials and IG-88 for Scum. A well-flown dual-IG list can take 0 damage and table a TIE swarm relatively easily, as the TIEs have difficulty punching through 3-4 dice + tokens with just 2 attack dice.

If you have the cards to do so, try IG-88 B and IG-88 C, both with Push the Limit, Fire Control System, Heavy Laser Cannon, Autothrusters, and the IG-2000 title. 100 points on the nose, and is one of the more popular builds for Dual-IGs

wouldn't AB be best for a swarm, most use of triggers for A's ability. do a staggered build on it

Lots of Proton Bombs! :D

wouldn't AB be best for a swarm, most use of triggers for A's ability. do a staggered build on it

Just because you're facing the best situation for a bad ship doesn't excuse that it's a bad ship. You're up against a TIE swarm, there's no guarantee that the IG you need to recover the shield with is going to be the one that can land the killshot that turn, whereas C gives you a free evade every time you boost. A maxes out at 7 damage denied (6 against a 7 TIE swarm), C can theoretically deny more than that much damage by turn 4 (boosting each turn with both IGs and using the evade token each turn on each.) C will give you far more damage mitigation and also keep you more mobile

the core set X-wing pilots are probably why the X-wing is so inefficient compared to the tie and why they can't roll...maybe

Biggs forcing range 3 shots on himself heavily reduces the effectiveness of 2 dice attacks against the rest of your squad (esp if they could be hitting low agi B or Y wings)

Luke's action-independent (Can't block this) ability usually results in one evade per roll, often canceling half of a tie fighter's max damage. Add shield regeneration, avoid range 1, and annoy the hell out of your opponents.

Palob is also quite silly. Moldy crow gives him luke-esque capabilities, but a 3 dice turret shooting at token-less ties pops them like you wouldn't believe (Stupid green dice <_< )

GEmmer's 4 agility (Remember, just have to be within range 1 of any enemy, not the guy shooting) is just the biggest pain in the ass for 2 die ships

Xizor is basically untouchable as long as his ability is up

Guri doesn't want to dive headfirst into a swarm, but predator re-rolls + ability focus make her brutal

Predator ofc loves low PS ships and can go on a few of the above pilots (especially luke and gemmer and guri)

Edited by ficklegreendice