6 Tie Swarm Viable At All???

By howieloader, in X-Wing

Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Draw Their Fire (1)
Total: 100

I like that better than Howlrunner lists.

Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Draw Their Fire (1)
Total: 100

I like that better than Howlrunner lists.

It is stronger than howlrunner list imo. It counter Predator (due to PS4), not dependant to be in range 1 of a single ship, have a stronger effect vs PS 1-2 than Howlrunner ability.

6 x AP

Turr Phennir + VI + AT

100 pts

If you have an Interceptor

Or:

Howlrunner

5 x AP

Scimitar + Prox Mine + Ion Pulse Missile

100 pts

If you have a Bomber.

Having the 7th ship is nice, and adding a Bomber or Interceptor adds variety and more options for beating more lists.

I watched that game last night when I got home... I had actually watched it the Wednesday you played it, but wasn't looking for anything specific at the time... How effective do you find splitting your squad into jousting/flanking is...

All great ideas in this thread guys, I appreciate it...

I find it really effective to split forces, but I think I like jousting with the Academies better, as they can be used to set up blocks and then your flankers have an easier time taking out action-less targets and staying out of firing arcs (obviously useless against PWTs, but what isn't?) I find Vader slightly harder to joust with as he has no 1-straight or 1-hard turns.

The issue is making sure the flankers get there in time to make best use of the Academy blocks.

It does take some practice.

Yup Arc Dodgers are going to give you fits. Turrets can be beaten, you just have to block them. And block them again. It will be an ugly game, far from perfect MoV, but it can be done. Soontir and Whisper are a whole other thing. If you get them in arc, they are all but immune to your 2 dice, meaning you must get them in arc of multiple or even most of your ships at the same time.

I think it's possible, but when Soontir came back to the meta, the life of TIE Swarm players got much harder.

I actually find Soontir easier to kill than a fat turret. You know he's doing a green manevuer, so he's super easy to block, and to setup the R1 shots. Now all of a sudden you have probably 2 3 dice focused attacks, and probably 1 or 2 more focused R2 attacks against a tokenless defenseless Fel. Whisper is more difficult, but I haven't really had any experience with the new decloak vs. a swarm.

If you can trade off a couple of Tie Fighters for a Soontir, consider something like Francois Fressen's "Hipster Swarm" (made the cut at World's last year):

Soontir Fel + Push the Limit + Hull Upgrade
Backstabber
Night Beast
Dark Curse
Howlrunner + Veteran Instincts

Or consider a "Lady or the Tiger" list -- Soontir, Howlrunner, four Academy Pilots.

Flying a tie swarm can really be a brain burner, so I recommend reading up Piqsid's old movement guides before launching it.

we talking 6 ties total or 6 tie fighters?

because I really want V.I + thruster Thurr leading 6 Academies to be a thing

we talking 6 ties total or 6 tie fighters?

because I really want V.I + thruster Thurr leading 6 Academies to be a thing

I was talking about just 6 ties, but I'm thinking about giving a 7th ship for support with the 28 points remaining from 6 academies...

Tie Fighters are nasty little ships that can overwhelm a single target. You could put together a 6 Tie Fighter list and still do well in this meta.

I second previous postings which stated that if you bring Howlrunner to the party, surround her with as many ships as possible to maximize her abilities. Also, she will be target #1, #2, and #3 so anything to make her live longer is good. I have used this in the past with pretty good sucess:

Howlrunner with Predator and Stealth Device

Black Squadron Pilot with Draw Their Fire and Shield Upgrade x2

Academy Pilot x 3

You run this in the typical box formation with APs in front and Howl in back flanked by Black Squads. Every enemy ship possible will fire at Howl so the Blacks absorb crits into their shields and hopefully your green dice don't abandon you. If you survive the first round of fire with your formation intact, you will likely put some major hurt on the enemy. Low Agility ships should wilt under this much fire. Don't be afraid to have your APs do what they do best, dire in a blaze of glory for the Empire.

Stealth Device works out better on Interceptors than Hull Upgrade. I also no longer take any Interceptor without Autothrusters.

The 2 upgrades work fantastically with each other.

A smart Interceptor pilot knows when stressed, sometime the best maneuver isn't green, it is a 5 white forward. I run predator on Interceptors other than Soontir though.

With Howlrunner, I'd be more concerned with keeping her alive than making her shots count. Determination gives a little boost.

I like using a variety of ships though, if I'm taking Ties, it is usually just a pair of the named ones.

Edited by Vulf

Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Draw Their Fire (1)
Total: 100

I like that better than Howlrunner lists.

It is stronger than howlrunner list imo. It counter Predator (due to PS4), not dependant to be in range 1 of a single ship, have a stronger effect vs PS 1-2 than Howlrunner ability.

It also has the added benefit that, at PS4, you're still likely to shoot before a good number of opponents, e.g. Blue Squadron B-Wing lists, other swarm lists. The only change I would make is lose the 'Draw their fire' updgrade to drop you to 99 points and go for the initative bid.

I personally like the "Sinister Six" method with all the named aces, alternatively you can drop Gundark for a Black Squadron pilot and EPT of your choice. Cause Gundark is kinda lame compared to how great the other aces abilities are.

Edited by Princezilla

Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Predator (3)
Black Squadron Pilot (14)
Draw Their Fire (1)
Total: 100

I like that better than Howlrunner lists.

It is stronger than howlrunner list imo. It counter Predator (due to PS4), not dependant to be in range 1 of a single ship, have a stronger effect vs PS 1-2 than Howlrunner ability.

It also has the added benefit that, at PS4, you're still likely to shoot before a good number of opponents, e.g. Blue Squadron B-Wing lists, other swarm lists. The only change I would make is lose the 'Draw their fire' updgrade to drop you to 99 points and go for the initative bid.

Alternatively you can replace the last TIE with Nightbeast.

...

Howlrunner with Predator and Stealth Device

Black Squadron Pilot with Draw Their Fire and Shield Upgrade x2

Academy Pilot x 3

...

I see the 14 points of upgrades as excessive especially when you're already leaving a 2 point initiative bid. Cut out the upgrades except for DtF and you can add another DtF BSP and have one point left for initiative or Determination. Alternatively, go for 4 Obsidian Pilots @ PS3 although that cuts the blocking potential.

...

Howlrunner with Predator and Stealth Device

Black Squadron Pilot with Draw Their Fire and Shield Upgrade x2

Academy Pilot x 3

...

I see the 14 points of upgrades as excessive especially when you're already leaving a 2 point initiative bid. Cut out the upgrades except for DtF and you can add another DtF BSP and have one point left for initiative or Determination. Alternatively, go for 4 Obsidian Pilots @ PS3 although that cuts the blocking potential.

Since the OP has only six TIE Fighter models...

I flew to ninth place at the San Diego Regional with:

Howl + Determination

Backstabber

2x Alpha + AT

2x Academy

Strong list with lots of dice being thrown in greater concentration. If you worry about Predator, a nice alternate:

Howl + Swarm Tactics

Backstabber

Avenger

Obsidian

Alpha

Academy

Night Beast and Dark Curse are both good point men for jousters - one has focus/evade and the other is...well...Dark ****ing Curse (his official title).

There are lots of options, but ultimately upgrades should have a common 'theme' - either trying to improve the durability of the squad ( to keep your numerical edge as long as possible), maximize short term firepower (to capitalise on that six-shot first pass) or to give bonuses after the initial pass.

fo the first....As noted, Dark Curse and Night Beast work well, as does a Black squadron pilot with push the limit (although he's more costly). Throw in stealth devices and you've a front rank as hard to kill as expensive interceptors!

For the second - howlrunner supported by black squadrons with crack shot shouldbe harsh.