Updating Skilled Tie Swarm

By Lobokai, in X-Wing Squad Lists

Howl Wamp (98)

"Howlrunner" (23) - TIE Fighter

Swarm Tactics (2), Stealth Device (3)

"Wampa" (14) - TIE Fighter

"Youngster" (18) - TIE Fighter

Marksmanship (3)

"Scourge" (17) - TIE Fighter

"Omega Ace" (26) - TIE/FO Fighter

Push The Limit (3), Hull Upgrade (3)

Trying to make a synergy TIE swarm with enough skill to keep it all fast first and strong. I think youngster, howlrunner, scourge, and wampa all work well together... Omega Ace will still benefit from buffs, but is nasty enough (for a Tie) to do some independent damage. Thoughts?

not enough TIEs for my taste. They'll die too fast, and you have none extra for blocking mission. I'm also no big lover of Scourge, maybe dropping hull and stealth and using the points to upgrade Scourge to something nastier...?

Needs more ties or more fos and crackshot in every non-Omega L ept slot (Omega needs June + relay; easily the most effective and powerful configuration that also leaves the sexy FO dial open)

Youngster is a godawful gimmick that should be dropped immediately

Swarm does nothing on howlie as pilot skills seem to be 2, 4, 6 or 9+

Stealth is green dice garbage that will fail you

not enough TIEs for my taste. They'll die too fast, and you have none extra for blocking mission. I'm also no big lover of Scourge, maybe dropping hull and stealth and using the points to upgrade Scourge to something nastier...?

I feel Wampa and Scourge team up pretty well. I do not however like Omega Leader. He is great end game one on one. But he is just a prime target early game. Especial for the points you sink into him. He is still just a Tie.

I am not sure if Markmenship is the best. A buddy of mine flew Daredevil on youngsters and it was very interesting to watch. Expose can be nice in the right positions of course.

Just my thoughts on the subject.

I've not played imperials (or XWing as a whole) much, but I'm surprised. Swarm tactics/marksmanship/howl/scourge has been my money maker... Scourge has taken down an average of about 50 points a game and I've not struggled to get his buff up... But I'm willing to learn. I'll look at more crackshot (it hasn't made hay in my previous games) and if you think I need more fighters on board cutting Omega could do that (stealth too). Is hull a better move or what for howlrunner?

Mystified how youngster isn't a good move (please explain), but I like the idea to try other actions and will experiment accordingly. List has done well against a few tourney-esq scum lists and a decent rebel list with fat Han (thank you wampa and the unloved Omega on that one). Again, I concede my greeness by need more information on a lot of these comments.

He's using marksmanship on youngster to help Wampa get his crits. Without Palpatine, it is tough otherwise to get them. Unfortunately no one else really is going to want to take marksmanship actions, even Wampa when he does will be left defenseless. This list does have some synergy but it just might be a little over costed is what they're saying, Lobokai. I myself like the idea of Scourge but haven't tried him yet.

What you really want to do if you want to fly Wampa and Scourge is to take a Palpatine on a shuttle so Wampa can take evade actions every turn and survive. Palp can make the crit happen and you just try to live with him because he can be nasty. I'd also have a look at Zeta Leader with Wired, as he can throw an extra attack die for stress and then reroll any focuses. If your list works for you then it's all good, but everyone is just trying to make it that much more competitive and that you get the most bang for your buck. An Academy Pilot as a PS1 blocker isn't a bad idea either in order to block aces to get them without actions and take a lot of shots at something tokenless.

Good thoughts. Thanks. I get what people are trying to tell me, I'm just saying what's obvious to them seems vague to me. Thank you for the pointers, I definitely see the lack of a blocking element in my list, and will try to work it in. I post a reworked list soon

From a theoretical perspective, the trouble with using Youngster as a caddie for Wampa's Marksmanship is two-fold. First, Wampa's low PS means you have to visibly commit to using Marks well before your enemy's higher-end ships commit, meaning you have a tokenless but high threat TIE Fighter-- not a good combination. Second, if/when Wampa bites it, it effectively takes the points invested in Youngster (the premium for his pilot ability plus Marks itself) with him.

The linkage of all the TIEs' pilot abilities and EPTs is very aesthetically pleasing to me, the engineering of it is very nice, but it *feels* like it would be difficult to make it all go off as planned.

I'm using the synergy for Omega and Scourge more than Wampa at this moment:

Nevertheless, here's a different attempt at a swarm using above pointers

Swarm Nuevo (99)

"Youngster" (22) - TIE Fighter

Expose (4), Hull Upgrade (3)

"Howlrunner" (20) - TIE Fighter

Swarm Tactics (2)

"Zeta Leader" (21) - TIE/FO Fighter

Wired (1)

Omega Squadron Pilot (18) - TIE/FO Fighter

Crack Shot (1)

Omega Squadron Pilot (18) - TIE/FO Fighter

Crack Shot (1)

Also, the omegas netting 36, lets them swap out for 3 academy pilots if that's the better move.

The problem with the above list is that - assuming you're using your action to expose - you've essentially got two three-dice attacks and one four-dice attack, each with a one-die reroll - not actually that much more firepower than a trio of heavy fighters with focus tokens.