A more defensive Howlrunner?

By FlightyBombJack, in X-Wing

I have been looking at Howlrunner a bit lately and I have been trying to come up with something different to do with her. For the most part people seem to like throwing a stealth device on her, but I worry that it makes her an even bigger target than normal. I am wondering if anyone has really considered some more defensive upgrades on her instead of swarm tactics. Maybe expert handling or elusiveness? I dunno if either of those is really viable or if it would reliably work compared to everything else...and I really can't come up with a decent modification idea to put on her either, other than the stealth device. I kind of want something that would last longer than one hit on her.

Maybe another special named pilot could be in the squad as well to help keep her alive, but I dunno who that could be.

Anyone have ideas here or is this just a line of thought not worth chasing down?

I'd consider Stealth Device to be a pretty defensive upgrade. Many times, I've had players shoot other targets because throwing dice at a stealth device can leave you with nothing to show for an attack. As for other pilots to keep her alive, I've seen a lot of people throw a Black Squadron Pilot with her with 'Draw Their Fire' to help Howlrunner last longer.

Other mods would probably be Hull or Shield Upgrade. Or the other way is to put an even bigger threat into your build, like a Phantom.

I had actually forgotten about the draw their fire card... I might try something like that, heck maybe have two ships with that to protect her. Crits happen and anything to mitigate that would be good. And yeah, definitely did like running her with a phantom, tried a build with her, I think Echo, and maybe 3 nameless tie fighters of some kind. She was focused down pretty fast, even though I kept her in the back. I guess I shouldn't be surprised though, she is a prime target.

Haha... sometimes, you just have to realize that Howlrunner's on a suicide mission, and if she lasts three rounds giving her bonus, that's a win.

Usually if she's still alive at the end of a game, it was a rout for her side.

My standard TIE swarm list from regionals was:

Howlrunner w/ Predator, Hull Upgrade

Black Sqn w/ Draw Their Fire

5x Academy

99pts.

In fact, all three upgrades in the list are defensive upgrades for Howlrunner. Sort of. I never liked how Howlrunner's shot did not get the reroll that the rest of her squad does, making her shot often completely useless. Predator also doubles as offensive power that you can always count on to aid your shot so she is free to take evade.

Often times, an enemy will look at the TIE swarm and want to kill Howlrunner first. But they almost never even try. First of all, she rides in the back of the swarm formation making other TIEs much easier targets for follow up turns. She has more health than other TIEs (which is the biggest thing) so they don't think she can be one shotted (very rare for 4 health ships). Then they hope they can land a crit, but DtF eliminates that possibility. And then Howlrunner in especially dire situations will have an evade token while the rest of the TIEs have focus.

She survives most games I play, even if it is only one that one hull left.

If you have a point, put on determination. Anything else is too expensive for such a high profile target. Blacks + DFT is way too expensive for a swarm and and DTF doesn't proc enough.

Determination and a Hull Upgrade aren't a bad way to spend 4 points on her.

She is worth it...

:)

IMP%252520TIE%252520NEW.png

predator.png stealth-device.png

Lately I have been finding that only 2 attack dice is having a hard time punching through defenses, especially versus IG 88 + Stealth Device + Sensor Jammer.

Maybe this:

“Howlrunner” (24) TIE Fighter (18), Push the Limit (3), Stealth Device (3)

Academy Pilot (12) x 5

Black Squadron Pilot (16) TIE Fighter (14), Wingman (2)

Just have Howl focus and evade every turn

no defensive upgrade is ever going to do much for howlrunner. She is simply stuck in the squishiest thing in the game and has no access to thrusters or action efficiency (for herself; she gives it to the rest of her squad)

PTL for stacking focus + evade is about all you're going to get

people tend to protect her by keeping her at "range 4" while her goons attack at range 3 (benefiting from her ability), or by including Black Squadron Pilots with Draw Their Fire

Edited by ficklegreendice

For 1 point, Determination isnt a bad buy. She is essentially just a caddy for her pilot ability, so protect that, rather than her.

Push the limit and stealth is about as tough as you can make her, but I fear that may be sinking too much into her. Black with Draw their fire is a good investment generally.

I like Colonel Jendon. Since I'm flying fewer ships anyway.

You could also use the crew member, Fleet officer to hand out focus tokens. Emperor Palpatine is much beloved despite his cost.

Howlrunner is nice, but she's not the only team player Imperials have.

Edited by Vulf

Stack PtL focus and evade and SD.

Determination + Hull Upgrade.

I'd suggest Determination as the top choice here.

Protecting the pilot ability while also discarding faceup Pilot cards is a great way to keep her both alive and relevant to her swarm.

You'd start to consider other EPTs, though, if there were hypothetically a damage deck that doesn't have a faceup card that makes you ignore pilot abilities.

The key to keeping Howlrunner alive is not what upgrades you place on her, but what ships are placed around her!

To stay on the cheap side, I love Alphas. Please shoot at Howlrunner when I pull up 2 or 3 alphas in range 1 of your ship!