So.... been thinking about how to update and uprate my TIE swarms.
I used to use the TIE All-Stars a lot, but recently switched to Crack Shot swarms, because I just love that **** talent.
My previous squad:
- Howlrunner - Push The Limit, Stealth Device
- Black Squadron Pilot - Crack Shot
- Black Squadron Pilot - Crack Shot
- Black Squadron Pilot - Crack Shot
- Black Squadron Pilot - Crack Shot
- Black Squadron Pilot - Crack Shot
I was wondering how to translate it to the new, shiny, improved(ish) TIE/FO developed by the First Order.
Part of the problem is that I don't know when Wave 8 will turn up, so I don't feel I can build an All-Stars equivalent (besides which, we don't know what Epsilon Ace and Zeta Leader do yet).
I was thinking about trying to produce an equivalent of the Crack Shot Swarm. The way I see it, my squad really consisted of 5 TIE fighters and a mobile reroll generator. Howlrunner rarely did anything herself except survive the first turn of fire - if I can get two turns of rerolled shots out of the swarm, she'd done her job.
A TIE/FO with a Crack Shot elite pilot talent is 18 points (which is the same as a basic Alpha Squadron Interceptor and probably more dangerous in my mind). That means the most I can get is 5 ships. Plus, equally, there's no 'Howlrunner-equivalent' (yet) for the TIE/FO. The aces are good, but don't really benefit the 'pack' - Epsilon Leader does, but clearing stress isn't exactly hard in such a manoeuvrable ship.
Therefore, I instead came up with the following:
- Omega Squadron Pilot - Crack Shot, Weapons Guidance
- Omega Squadron Pilot - Crack Shot, Weapons Guidance
- Omega Squadron Pilot - Crack Shot, Weapons Guidance
- Omega Squadron Pilot - Crack Shot, Weapons Guidance
- Omega Squadron Pilot - Crack Shot, Weapons Guidance
I'm cautious about dropping the fighter, but on the other hand, I do end up with more hit points total, not less - as well as several of them being critical-resistant shields.
Weapons Guidance is.....it guarantees I'll have the chance to spend a focus token, which probably makes up for the reroll I don't have. A weapons-guidance TIE/FO does put out slightly more damage than a TIE/ln with Howlrunner's reroll and a focus token, although it's a fairly trivial difference and probably made up for by the damage Howlrunner would have done with her unmodified shots. On the plus side, I'm no longer beholden to any one specific ship as a linchpin - meaning the ships are more capable in later turns or if forced to split up.
The other thought I had was trying out the new cheap EPT, Wired. This is a straight swap - losing the penetrative power of crack shot in the opening volley, but making the ships more effective in subsequent rounds, meaning I can pull Segnor's Loops and Koiogran Turns with greater abandon and worry less about clearing off stress as I do.
- Omega Squadron Pilot - Wired, Weapons Guidance
- Omega Squadron Pilot - Wired, Weapons Guidance
- Omega Squadron Pilot - Wired, Weapons Guidance
- Omega Squadron Pilot - Wired, Weapons Guidance
- Omega Squadron Pilot - Wired, Weapons Guidance
The former seems more like a classic TIE swarm. I'm not sure about the latter. Anyone have any experience to offer?