Green Squadron Pilot (20) - A-Wing with Adaptability (0), Chardaan Refit (-2), A-Wing Test Pilot (0), Autothrusters (2), Crack Shot (1)
This is Julian Horvath's Chihuahua Swarm, which he flew on his way to winning the Albuquerque Regionals. Following the usual Rebel flavor, compared against the Omega build this GSP has a more defensive posture. It has one less hull but one more shield than the Omega, giving a slight edge in survivability. Add to this that it has Autothrusters, and now the defensive advantage of the GSP over the Omega is more apparent. It also loses barrel roll and gains boost, which arguably makes the ship that much faster, better able to reorient its firing arc, and perhaps a better blocker. The dial has no Segnor's, but has two well spread out k-turns.
You really can't argue with success, and this should be considered the strongest proven 5-ship swarm build in this comparison.
Takeaway : Best of the lot.
This build is firmly in the shadow of the TAP build above, in my assessment. Same stat line, except one lower on the PS. The Prototype Pilot may have the evade action, but the TAP gains that for free from its title when target locking. And as for the dial, it gains an extra k-turn option but loses the 1-bank. Especially with the loss of the late game action efficiency boosting v1 title, these Prototype Prockers will have a hard time finishing off anything that survives the rocket strike.
Takeaway : Better hope you drop 'em early, or it's going to be a long slog.
Target is approaching... target is dead.
Although these are ordnance builds like the Prockers above, the Alphas and Prockers are two completely different beasts. Whereas Prockers are nimble ships with great dials and nice actions that can dump their ordnance load with nothing more than a focus token on anyone who lands in Range 1 at any point in the match, the Alphas are less nimble ships with humble dials and action bars. And instead of Range 1 shots, these Alphas instead look to unload their missiles on targets at Ranges 2-3. And since their missiles require target locks instead of the more flexible focus token, these 20 point Alpha builds require some changes in tactics.
Do you like dice? We all like dice! (note: sarcasm)
Ships with 3 attack dice do cost more. All three builds with 3 innate attack dice below have zero or one upgrades. The one ship with two upgrades needs both cards just to get to 3 attack dice. None of these ships have any pilot abilities or upgrade cards that improve the attack rolls the ship gets, other than the Mangler Cannon changing a hit to a crit. That is technically an improvement, but it also is not making a miss a hit but is instead making a hit into a little bit better hit. The only way to improve the three attack dice on any of these ships is with focus or target lock tokens.
Three of the four builds below have 3 green dice, as well. And only one of the four has a means to improve the green dice rolls (Autothrusters).
But if your dice are running hot, watch out because you're rolling a lot of them!
Zealous Recruit (20) - Protectorate Starfighter
Here's the only unreleased content in this comparison. I'm very excited for the Protectorate Starfighter, but mostly becasue of the title and the high PS aces. But if you just gotta fly five, then you're looking at a bare bones Zealous Recruit.
It's most directly comparable peer seems at this time to be the Alpha Autothruster build above. You gain one more hull point but lose the Autothrusters. You gain the target lock action but lose the evade. Everything else that we know about between the two ships is identical. These two changes, and especially the target lock action instead of the evade action, make the Zealous Recruit perhaps harder hitting than the Alpha because the Alpha can never get the focus plus target lock punch. And if you trade out the Alpha's Autothrusters for the Targeting Computer, now you simply have a Zealous Recruit with one less hull.
The final piece of the puzzle will be in place when they reveal the dial, but it's hard to think of a dial that would make this totally outshine the Autoceptor above.
Takeaway : Even not knowing the dial, hard to see this as highly competitive.
Conclusion (aka tl;dr)
There are some great 5 ship swarms out there, and it's a lot of fun to fly them. The Crack swarm is definitely competitive. The Proton Rocket swarm has a wonderful and flexible ordnance punch and some slipperiness to help it get to the end. Alpha swarms might be better at either 4 or 6 ships with the existing build options. And finally, 3 attack dice swarms are still for casual night, even with the Zealot.
Thanks for reading!