So I'm sure I'm not reinventing anything here, but just a little something after a chat at the weekend...
My friend Ben and I were discussing TIE/fo list and I mentioned that I thought a 6 swarm with howl and epsilon would be the best way of flying them - not only did ben not look convinced but he also asserted that by taking Howl you kind of miss out on using the Sloop (or use it but then Howl drops out of formation...), I said that all you had to do was work out where you wanted howl to be and then work backwards to work out how to bring howl back in to formation... Which I have done...
The list I am using is
TIE Fighter: · "Howlrunner" (18)
Push The Limit (3)
TIE/fo Fighter: · "Epsilon Leader" (19)
TIE/fo Fighter: Epsilon Squadron Pilot (15)
TIE/fo Fighter: Epsilon Squadron Pilot (15)
TIE/fo Fighter: Epsilon Squadron Pilot (15)
TIE/fo Fighter: Epsilon Squadron Pilot (15)
So, the 'starting' formation I'm working from is the 2x3 block - the premier swarm block imo (if anyone needs to know how to deploy to get this formation ask, I'll show) each ship's outer edges are the distance of range 1 apart.
They are deployed as...
E E
L E
H E
Where E are epsilon pilots, L is epsilon leader and H is howlrunner.
So, you decide that due to being dogged you need to Sloop to catch the ship behind you - you want to move howl back in to formation after but NOT just by reversing your moves.
All epsilons take a sloop 2 right, howl takes a 3 k - all end up stressed but withing range 1 of both howlrunner and epsilon leader so get their rerolls and drop their stress in the combat phase.
Next turn, epsilons take a 3 right bank. To get back to her exact position in the formation Howlrunner takes a 3 right turn. The group are free to take actions this turn as normal including a turtling focus and evade from howl runner.The whole formation has move to the left of their original position equivalent to a 1 left turn from the original positions (plus a little nudge)
Obviously as mentioned above they can also choose to just reverse their moves so, epsilons sloop 2 r bank and howl either 3 or 4 kturn s (both keep her In R1 of leader - 3 is best though). To return back Howlrunner picks the same straight she used (3 or 4) and the epsilons use the 2 L Bank. The brings them back into their exact starting positions but turned on the spot.
So, there you go - I 100% think there is merit to flying Howl in a FO swarm and, using this little technique you can keep the surprise of using your Sloop and keep 2 follow up maneuvers for bringing yourself back in to formation
Edited by SoontirFel