TIE/FO Swarm

By Magnus Grendel, in X-Wing Squad Lists

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?

I have taken out a list I like

"Epsilon Leader" — TIE/fo Fighter 19 Ship Total: 19

Omega Squadron Pilot — TIE/fo Fighter 17 Push the Limit 3 Ship Total: 20

Omega Squadron Pilot — TIE/fo Fighter 17 Push the Limit 3 Ship Total: 20

Omega Squadron Pilot — TIE/fo Fighter 17 Push the Limit 3 Ship Total: 20

"Howlrunner" — TIE Fighter 18 Push the Limit 3 Ship Total: 21

it did some nice work and as a block is tough, do you shoot howl or Leader? keeps the others up longer and once the expansions are out I can drop howl and add another omega

Edited by LukesFather

I don't have any experience with TIE/fo's really, but as for crack shot vs wired: crack will win you games. Wired might keep you in the game, but won't let you pull ahead with a key early game kill. Given you only have 5 ships with 2 attack each, that's not a lot of firepower, so it seems crack shot will be important to your success...

Howl (crackshot)

2 Omegas (crackshot)

3 Black Squadron (crackshot)

Howl (crackshot)

Black Squadron (crackshot)

3 Omega (proxied Juke + Relay)

Edited by ficklegreendice

I don't have any experience with TIE/fo's really, but as for crack shot vs wired: crack will win you games. Wired might keep you in the game, but won't let you pull ahead with a key early game kill. Given you only have 5 ships with 2 attack each, that's not a lot of firepower, so it seems crack shot will be important to your success...

That's what I was worried about, too. The advantage of the swarm always strikes me as the opening pass, before you start losing ships - so anything which improves your punch on the first salvo is probably good.

"Epsilon Leader" — TIE/fo Fighter 19 Ship Total: 19

Omega Squadron Pilot — TIE/fo Fighter 17 Push the Limit 3 Ship Total: 20

Omega Squadron Pilot — TIE/fo Fighter 17 Push the Limit 3 Ship Total: 20

Omega Squadron Pilot — TIE/fo Fighter 17 Push the Limit 3 Ship Total: 20

"Howlrunner" — TIE Fighter 18 Push the Limit 3 Ship Total: 21

Howl (crackshot)

2 Omegas (crackshot)

3 Black Squadron (crackshot)

Howl (crackshot)

Black Squadron (crackshot)

3 Omega (proxied Juke + Relay)

All good lists, but I'm trying to use a pure First Order list - so no Howlrunner/Black Squadron Pilots.

Equally, I much appreciate Juke/Comms Relay - I'm fully aware of how nasty that combination can be - but I can't rely on having access to it until wave 8 gets off the semi-mythical 'boat'.

why would you want a pure First Order list? Unless you're 100% about theme, you're simply shooting yourself in the foot without howlie

paint her up in FO colors and let fly

a LGS has the T-70 pack penned for "December" apparently

without the expac, you're going to find it next to impossible to build anything but a supporting FO. Both Juke + Relay and Omega Leader are the only FOs you have access to that can output significant sustained damage and durability over your typical Tie ln.

the current selection of FOs provide integral support, especially Zeta's shenanigans and Epsilon's ultra-mega-super-special-wingman, but there's no real reason to build a list purely out of them yet

there is the Epsilon + Omega PTL squad, but it's so heavily ****** against 3-agility that I can't even begin to recommend it

Edited by ficklegreendice

3x Crack Squadron

3x Omega Squadron with 3x Crackshot

99 points. This leaves you with one point, which can be put into Howlrunner with Crackshot, or Zeta Ace with Crackshot. You can also substitute an Omega for Mauler Mithel with Crackshot.

You want this in a loose blob. Setup a blob of 3 ships in a corner, and 3 more about range 2-3 away from it. Have them do barrel rolls and different straight maneuvers to spread out a little on the first turn.

You should be flying this as a loose blob, not a tight formation. Howlrunner tempts you to fly in a brick, and also provides a big target for your opponent, so honestly I think Zeta Ace's extra health and stupid blocking potential with his 2 distance barrel roll is an equally good or better buy.

Edited by ParaGoomba Slayer

I like 5x Crack Shot Omegas with Weapon Guidance of all the lists that have been discussed. Once the FO expansion hits, though, you could drop all your Guidance cards for Omega Leader (4 points), Juke (2), and Comm Relay (3). That's conveniently 2 starters + one FO expansion, assuming you already have the Crack Shots.

Oh, once the expansion hits the shelves, I'm sure everything will be up in the air again. After all, both the carrier and the TIE/FO expansion includes at least two TIE/fo pilots and three TIE/ln pilots that we haven't even seen yet. Given that the TIE aces tend to have really good pilot abilities*, who knows what they'll be capable of.

* Presumably to make up for being in such a god-awful cheap fighter; an ace is worth proportionately more on a cheap fighter . After all, Howlrunner is half again the price of a normal TIE/ln - a proportional increase even more than Darth Vader. Her pilot ability should be awesome.

After all, imagine how many points you'd pay if you could put Dark Curse's pilot ability on a TIE interceptor?

I have four of them cause i bought the new starter set and got all the models from a buddies set. The new ties are nice cause of the shield that they get. I dont have the cards in front of me but i run vader, two aces that have the 2 for the barrel roll, and two basic pilot skill 1s to block. Works so far