Z Swarm

By Clutterbuck, in X-Wing Squad Lists

So, how well would something like this perform:

Rebel Alliance

4x Bandit Squadron Pilot, XX-23 S-Thread Tracers, Guidance Chip

4x Bandit Squadron Pilot

Scum

4x Binayre Pirate, XX-23 S-Thread Tracers, Guidance Chip

4x Binayre Pirate

Both are 8 Z Swarms, using the tracers to get as many as 8 target locks. The difference between the factions is that Scum moves at PS 1, and gets the chance for blocks on PS2, while Rebels get to simultaneous fire with PS2.

First off, viable? Second, is it better to be PS1 or 2?

I don't think viability can truly be confirmed via forum, only via experimentation. So go out fly it and have fun!

Second: both pirates and bandits are 12 points so from a points perspective it doesn't matter. Where it does matter is do you want to use the squad as blockers or bid up against other swarms? For me, expecting to play a mix of opponents I would go with the ps 1 pirates and use some to block higher ps ships. But you may not fly this swarm with that philosophy, so the real answer is it depends on your game plan.

One of our locals has had pretty good success with the swarm.

I think he typically runs 8 Bandits, with four points of extra "stuff" thrown in.

He's had his best luck when he's run them in two blocks of four, but with those blocks fairly close to each other.

It can be surprising how long a Z can stick around, and with eight attacks there's usually something to shoot at.

And usually with more than one Z. :)

Kevin

So, how well would something like this perform:

Rebel Alliance

4x Bandit Squadron Pilot, XX-23 S-Thread Tracers, Guidance Chip

4x Bandit Squadron Pilot

Scum

4x Binayre Pirate, XX-23 S-Thread Tracers, Guidance Chip

4x Binayre Pirate

Both are 8 Z Swarms, using the tracers to get as many as 8 target locks. The difference between the factions is that Scum moves at PS 1, and gets the chance for blocks on PS2, while Rebels get to simultaneous fire with PS2.

First off, viable? Second, is it better to be PS1 or 2?

Yes, viable for sure. Someone ran it in the VASSAL galactic cup I believe and had decent success with it. The guidance chips makes it even better. I would think you want PS2. There aren't very many PS 1 ships out there these days, and going at PS 2 at least gives you simultaneous fire against other PS 2 ships. If you really want initiative, you could always drop down to 3 s-thread tracers to get vs other PS 2 builds, but probably not necessary...

Apparently there was a second place finisher in a regional (Toronto) last year running 8 Z's (4 Bandit, 4 Tala).

Another thought - this might be a decent list to opt into the old Damage Deck as opposed to the new one. You have a few secondary weapons, though you hope to fire them off fairly early in the game. Have to give that more thought.

Also, the more thought I give to it, the more PS2 seems necessary, so that you can get simultaneous fire with some of the other swarms, like BBBBZ and 4 Y TLT.

Every Acewing list (read:most lists overall) have at least one PS 2 ship in them. PS 1 is a no-go, you want to at least get simultaneous fire with your opponent's Warden Squadron or Stresshog or Tempest Squadron.

The ships that you most need to block are all PS 6+. It's not exactly super relevant that your PS 1 Z-95 can block your opponent's Blue Squadrons.

I've been giving this some more thought. I think you'd also want to run debris fields, since stress isn't going to hurt you too badly and you want to be able to hold formations as much as possible to bring your guns to bear on your target. The Debris stress would not prevent your Tracers from giving you Target Locks (though the ship with Tracer needs to focus). Not sure if the bigger debris fields (more effects on opponent) or the small one (less effect on you, less likely to obstruct) is a better choice.

Got this on the board against 4 TLT Thugs tonight. Won the game with 4 Zs remaining. Only shot two of the missiles, but getting 8 Target Locks (or 6 the second time) proved pretty cool. Liked having Debris Fields. I won the roll for initiative, and tried to corner his rocks with my first two placements, so they did not get in the way too much. I got a Y off the board in the first firing round (he still got his shot off, but having only three to deal with was good). Being PS 2 for simultaneous fire was really important. Didn't manage any relevant blocks this game, but can see how there could be some amazing blocks in the right match.

I would love to see some battle reports! Z95 swarms have a special place in my heart. Props on flying something different!

Zs are my favorite ship. Sorta like the red haired step child, they don't get played with much. They're also the first squad I flew in a store tourney. Of course I got beat badly but that was all on me.

For the opponent, flying against the swarm is like kicking over an ant hill: there's just so many of them! They kill one of yours, you lose 13% of your list. You kill one of theirs, they lose 25% of their squad if flying 4 ships. Eight 2 dice attacks is pretty good especially if they can be modified. The biggest drawback to flying them, IMO, is the dial, aside from only 2 agility.

I think it's time to fly an 8 ship squad again. Wednesday night for sure.