TIE fighter swarm suggestions?

By RoboTheSonyKid, in X-Wing Squad Lists

Just got my Gozanti in and I'm super pumped. Anyone have good tie swarm suggestions?

Just 8 of them. Once the Rage card comes out, you can run Youngster with Rage and 7 Academy Pilots for 100 points. 8 TIEs is already decent, with Rage Youngster it's going to be nuts.

Against ships with good mobility like Super Dash, you can spread out all 8 across your entire starting area and have the whole line collapse on Dash once he's committed to a direction.

Thanks man! That list looks pretty sweet, I'll definitely give it a go.

Thanks man! That list looks pretty sweet, I'll definitely give it a go.

I'd run 8 now to get a feel for it, and then once Rage comes out in wave 8 it'll get a pretty good buff.

There is also 3x Omega Squadron FO, 3x Black Squadron, 6x Crackshot, or the variant with 2 Omegas and Howlrunner with Crackshot.

It's not great, by any means, but it's fun..... Destroyed a Poe list with it. Dealt the killing shot with Wampa on all 3 of his ships. Even he thought it was pretty awesome!

Howlrunner - Juke

Youngster - Marksmanship

Wampa

Academy x4

A worthy addition to the Youngster+Rage list I think is Epsilon Leader; because of his ability he'll make sure the Ragers get back into Rage mode faster and he can use Rage himself as per the rules - EVERY TURN, because he pops one stress from himself at the start of combat and pulls a green maneuver the next turn.

Younger (Rage, Hull Upgrade)

Epsilon Leader

Wampa

4x Academy Pilots

Wampa's still good because the rerolls have more chances to turn up crits to cancel, 4x Academy Pilots are still a LOT of Ragers, and it could be Hull Upgrade or Stealth Device, depending on your luck with dodge dice.

Oh, and Wampa's scary enough that they may direct some fire his way instead of at Youngster.

If you're not a fan of predictable formations lately I've been flying a modified crackshot swarm:

Omega Leader with juke and comm relay

Wampa

Black with crackshot x4

Wampa tends to be targeted early on (and TIEs that haven't used crackshot yet), which is good for getting OL to the end game.

Just 8 of them. Once the Rage card comes out, you can run Youngster with Rage and 7 Academy Pilots for 100 points. 8 TIEs is already decent, with Rage Youngster it's going to be nuts.

Against ships with good mobility like Super Dash, you can spread out all 8 across your entire starting area and have the whole line collapse on Dash once he's committed to a direction.

Agreed. 8 basic TIE fighters is still a nasty list - had a try with it last night and it ate an ace-heavy list alive; there's only so much you can do to avoid getting trapped in a 5-ship cluster**** if they can get ahead of you, and once Vader gets blocked and loses his actions, even a TIE advanced goes down fast to range 1 hits.

Rage is going to be a very nice ability - it's very much a one-use trick but then frankly so is Howlrunner; she invariably eats lasers during the first shooting phase, and often before the academy pilots shoot (which is why I think she's better with Black Squadron Pilots with Crack Shot).

By comparison, once the activation phase is over, blowing Youngster away doesn't actually do you any more good than killing one of the academy pilots, and if you can get into range 1 you can reroll ALL your dice, not just 1. Plus, if you have a range 1 shootout, you (a) maximise your advantage of numbers whilst you have them, (b) increase the likelihood of blocking someone to give you one or more tokenless targets, and © increase the ease of a white 'breakaway' maneuver, since you can't K-turn after the first pass.