Current TIE (crack) swarms

By IG88E, in X-Wing

What are the current competitive TIE swarms?

I have seen the following (Regionals and Tatooine Open)

Howl + Crack

3x Black Crack

3x Academy

and

Howl + Crack + Hull

Mauler Mithel + Crack

4x Black Crack

Which one is more suitable? Othee varoants?

I hope Dallas Parker gives some input on this.........

I believe (from memory) that people like working in Omega into swarm lists, with Howl/Black Crackshots.

Omega Leader" with Adpt
"Howlrunner" with Adpt
4X Black Squadron Pilot with Crack Shot

Edited by Cubanboy

Also this gives a 4 point bid,

Omega Leader" with Crack Shot
5X Black Squadron Pilot with Crack Shot

There's endless varieties - they've all taken a bit of a hit from Dengaroo arriving, though.

It was noticeable that at UK Nats only 3 TIE lists made Top-32 and that they all had Omega Leader in (two of them were down to five TIEs, including mine). I think Dengaroo hits the normal TIE crack swarms too hard, whereas my list has elite TIEs that get extra red dice and I had more success as I can push past his 2 green dice more reliably.

http://stayontheleader.blogspot.co.uk/2016/08/several-fighters-have-broken-off-from.html

I've come across several variations throughout regionals and gencon. I think my favorite might have been:

Zeta Leader w/ Crack

Mauler w/ Crack

Scourge w/ Crack

Backstabber

Black w/ Crack

Academy

The weaknesses of the list are that it's only 4 cracks, but it's still 6 ships, and Zeta gets to roll an extra die, Mauler gets to roll an extra die, Scourge gets to roll an extra die, Backstabber gets to roll an extra die, and you have a PS1 blocker. It also has the weakness of no HR reroll (you could drop Backstabber to a black crack to upgrade scourge to HR if you wanted though), and a multitude of pilot skills.

Most that I've seen have Zeta Leader in them though. It's a very powerful ability, especially in a crack swarm.

Howlrunner, 3 blacks and 2 omegas. Accept no substitutes.

That list ate Atlanta alive for 5 months, until someone developed Miranda/Sabine/bombs and ended the threat.

I was the other 5 tie crack swarm in uk nationals top cut I I don't think I'd go back to six ships. There are too many counters to swarms now, so if that's all you can do you're unlikely to have a good tourney. Dropping to five lets you shore up come of your weaknesses but stills gives you a formidable alpha strike - in one of my games I deleted a 3p0 chewie in one round.

My list was omega and Zeta leader juke/comms, howlie with crack and 2 X black cracks. It's a very strong list with answers to almost everything

I've come across several variations throughout regionals and gencon. I think my favorite might have been:

Zeta Leader w/ Crack

Mauler w/ Crack

Scourge w/ Crack

Backstabber

Black w/ Crack

Academy

The weaknesses of the list are that it's only 4 cracks, but it's still 6 ships, and Zeta gets to roll an extra die, Mauler gets to roll an extra die, Scourge gets to roll an extra die, Backstabber gets to roll an extra die, and you have a PS1 blocker. It also has the weakness of no HR reroll (you could drop Backstabber to a black crack to upgrade scourge to HR if you wanted though), and a multitude of pilot skills.

Most that I've seen have Zeta Leader in them though. It's a very powerful ability, especially in a crack swarm.

You simply can't go without Howlrunner. There's ways of cramming extra dice in but they shouldn't come at the expense of Howl

Howlrunner, 3 blacks and 2 omegas. Accept no substitutes.

That list ate Atlanta alive for 5 months, until someone developed Miranda/Sabine/bombs and ended the threat.

Aw shucks, making me blush.

But yeah, it really comes down to personal taste. Put 5-7 ties together with Howlrunner and at least 4 crackshots in any order you like really. Although Dash/Miranda now wrecks it along with Defenders being a struggle. I've retired my swarm for now. Wrecking face for 4 months was long enough.

Edited by NervousSam

I've come across several variations throughout regionals and gencon. I think my favorite might have been:

Zeta Leader w/ Crack

Mauler w/ Crack

Scourge w/ Crack

Backstabber

Black w/ Crack

Academy

The weaknesses of the list are that it's only 4 cracks, but it's still 6 ships, and Zeta gets to roll an extra die, Mauler gets to roll an extra die, Scourge gets to roll an extra die, Backstabber gets to roll an extra die, and you have a PS1 blocker. It also has the weakness of no HR reroll (you could drop Backstabber to a black crack to upgrade scourge to HR if you wanted though), and a multitude of pilot skills.

Most that I've seen have Zeta Leader in them though. It's a very powerful ability, especially in a crack swarm.

You simply can't go without Howlrunner. There's ways of cramming extra dice in but they shouldn't come at the expense of Howl

Howlrunner can gimp the squad. I know that's blasphemy, but she forces formation flying, Besides, if you go with a HR reroll, you're rerolling up to 5 dice on the opening turn. But being that a standard bsp is PS4, they are shooting after a bunch of others, so it wouldn't be unheard of for one of them to be vaped before shooting, so now you're providing up to 4 rerolls. And with a focus token, each one only 50% likely to require a HR reroll, so on average, you're only rerolling 2 dice.

In this list, you're adding 4 dice. +4 dice trumps 2 rerolls. Especially when you realize that you're no longer hamstrung by flying formation. And for those saying that you're unlikely to trigger all 4 abilities the opening round - you're absolutely correct - Scourge and perhaps Mauler won't trigger on Round 1, so you won't get +4. But you will for sure get ZL and BS for +2. And again, +2 dice > 2 rerolls.

Mine's weird.

Howl with Crack

3 blacks with crack

Dark curse stealth device

Wampa with hull upgrade

5 omegas with crack and weapons guidance

I've come across several variations throughout regionals and gencon. I think my favorite might have been:

Zeta Leader w/ Crack

Mauler w/ Crack

Scourge w/ Crack

Backstabber

Black w/ Crack

Academy

The weaknesses of the list are that it's only 4 cracks, but it's still 6 ships, and Zeta gets to roll an extra die, Mauler gets to roll an extra die, Scourge gets to roll an extra die, Backstabber gets to roll an extra die, and you have a PS1 blocker. It also has the weakness of no HR reroll (you could drop Backstabber to a black crack to upgrade scourge to HR if you wanted though), and a multitude of pilot skills.

Most that I've seen have Zeta Leader in them though. It's a very powerful ability, especially in a crack swarm.

You simply can't go without Howlrunner. There's ways of cramming extra dice in but they shouldn't come at the expense of Howl

Howlrunner can gimp the squad. I know that's blasphemy, but she forces formation flying, Besides, if you go with a HR reroll, you're rerolling up to 5 dice on the opening turn. But being that a standard bsp is PS4, they are shooting after a bunch of others, so it wouldn't be unheard of for one of them to be vaped before shooting, so now you're providing up to 4 rerolls. And with a focus token, each one only 50% likely to require a HR reroll, so on average, you're only rerolling 2 dice.

In this list, you're adding 4 dice. +4 dice trumps 2 rerolls. Especially when you realize that you're no longer hamstrung by flying formation. And for those saying that you're unlikely to trigger all 4 abilities the opening round - you're absolutely correct - Scourge and perhaps Mauler won't trigger on Round 1, so you won't get +4. But you will for sure get ZL and BS for +2. And again, +2 dice > 2 rerolls.

Yeah I get all that (I run an elite TIE Swarm too). Mine is 5 TIEs with Omega Leader, but if I wanted to ensure running 6 ships...

Howlrunner

Scourge (Crack)

Zeta Leader (Crack)

Backstabber

Black Sqd (Crack)

Academy Pilot

I think the extra hits you get from Howlrunner rerolling 2-3 dice (2-3 dice rerolled = 1-1.5 hits) are worth dropping a potential dice from Mithel (0.75 hits even if it triggers).

Also your maths for when you use Howl are a bit off - a lot of the time you use Howlrunner on a Focus result to avoid having to spend a Focus so you can save it for defense. It's more subtle than just trying to roll as many explosions on your dice as possible.

Edited by Stay On The Leader

100 points Pilots

“Howlrunner” (19) TIE Fighter (18), Crack Shot (1)

“Mauler Mithel” (18) TIE Fighter (17), Crack Shot (1)

“Scourge” (18) TIE Fighter (17), Crack Shot (1)

Black Squadron Pilot (15) TIE Fighter (14), Crack Shot (1)

Epsilon Squadron Pilot (15) x 2

Edited by Mige

3x black crackshot

3x omega crackshot

Yeah, no rerolls, but you're not requested to fly in close formation and you have all ps4, easier to fly when things get close and personal.

And the 3 omegas are much better than classic ties (both for dial and shield)

my 2 cents

Howlrunner, Crack, SD

Wampa, SD

BSP, Crack x4

Having everything at PS4 keeps things very flexible while maintaining formation.

For pure PS silliness,

Howlrunner, Younster w/VI, Mauler Mithel, Scourge, Dark Curse, Backstabber.

Also, 5 Omegas w/ Weapons Guidance and Crack kicks ass.

I'm currently running the crackshot academy since worlds last year with OK success:

5 black squadron, crackshot

2 academies

I've been struggling against overclocked triple scouts lately though.

So much diversity and good ideas...

you mentioned it in your original post, but there really is no substitute for the Pattiswarm.

Howl + Crack
3x Black Crack
3x Academy

it has firepower, blocking, seven ships, and it's only weakness is a well played Dengaroo.

you mentioned it in your original post, but there really is no substitute for the Pattiswarm.

Howl + Crack

3x Black Crack

3x Academy

it has firepower, blocking, seven ships, and it's only weakness is a well played Dengaroo.

That´s why I would replace Howlrunners Crackshot with Veteran Instincts. So you don't have to be afraid of loosing her after first encounter with Dengaroos Torpedoes and Zuckuss crew (when you are not in target lock range after Dengars movement)

A nice setup is:

Howlrunner + Crackshot + Hull upgrade

Mauler Mithel + Crackshot

Scourge + Crackshot

2x Black + Crackshot

Academy Pilot

I ran this back in April, and did pretty well until i ran into an early Dengar mindlink squad.

http://xwing-builder.co.uk/view/554548/4-dice-ties

Basically Howl swarms wampa to try and trigger his ability early for Scourge, and I've got 3 TIEs rolling extra dice in the given situations, plus 2 crack shots (which I'm horrible at remembering).

Not saying it couldn't be better, but it didn't do too badly against everything not named Dengar.

you mentioned it in your original post, but there really is no substitute for the Pattiswarm.

Howl + Crack

3x Black Crack

3x Academy

it has firepower, blocking, seven ships, and it's only weakness is a well played Dengaroo.

A nice setup is:

Howlrunner + Crackshot + Hull upgrade

Mauler Mithel + Crackshot

Scourge + Crackshot

2x Black + Crackshot

Academy Pilot

I went 4-2 at regionals with that losing to a Dash Vrill list and a Fel/Jax Palp list. I haven't been able to make it work against triple defenders, however.

Recently won my first local tournament with Howlrunner + Crack Shot, Zeta Leader + Crack Shot, Backstabber, Wampa and two Black Squadron Pilots + Crack Shot. The idea was that three TIE's would still have some sort of dice adjustment once Howlrunner bit the dust... Funny thing was I think the number of potential threats confused most opponents as they all seemed to make a b-line for Wampa. He went down in every game often leaving Howlrunner to do her thing! Backstabber was suitably 'nasty' (then again he always is if flown right) but the outstanding 'man of the match' each game was Zeta Leader. That ability combined with the FO's dial is a delight to fly! ;) :lol:

Edited by HoundsTooth