Is the TIE Swarm viable?

By SDCC, in X-Wing

Swarm is viable, but not if you encounter Dengaroo

Swarm CAN manage Dengaroo (a well-built swarm will one-round a Jumpmaster) but you have to survive the approach well enough, which is a tough ask.

I would sa 9 out of 10 encounters you loose, even when Dengar joust you.

1. Encounter: Dengar fires Counter Measures

He shoots 4 ordnance dice with focus token (from Manaroo) which is recharchable due to overclocked mech. So you have 3 defense dice with infinte focus. Usually Howlrunner. Zuckuss lets you reroll your defense dice. Most of the time Howlrunner dies. If not, the revenge shot from Dengar kills her (or the second TIE fighter). Seriously, with Zuckuss TIE fighters explode in one second.

And don't try to hunt down Manaroo, he is fast and Dengar will finish you off. Dengaroo is a counter to so many list (maybe most of the lists), but mostly a counter for TIE swarms

Swarm is viable, but not if you encounter Dengaroo

Swarm CAN manage Dengaroo (a well-built swarm will one-round a Jumpmaster) but you have to survive the approach well enough, which is a tough ask.

I would sa 9 out of 10 encounters you loose, even when Dengar joust you.

1. Encounter: Dengar fires Counter Measures

He shoots 4 ordnance dice with focus token (from Manaroo) which is recharchable due to overclocked mech. So you have 3 defense dice with infinte focus. Usually Howlrunner. Zuckuss lets you reroll your defense dice. Most of the time Howlrunner dies. If not, the revenge shot from Dengar kills her (or the second TIE fighter). Seriously, with Zuckuss TIE fighters explode in one second.

And don't try to hunt down Manaroo, he is fast and Dengar will finish you off. Dengaroo is a counter to so many list (maybe most of the lists), but mostly a counter for TIE swarms

It's a tough encounter for the swarm, but I'd put it closes to 50:50 than that.

Swarm is viable, but not if you encounter Dengaroo

Swarm CAN manage Dengaroo (a well-built swarm will one-round a Jumpmaster) but you have to survive the approach well enough, which is a tough ask.

I would sa 9 out of 10 encounters you loose, even when Dengar joust you.

1. Encounter: Dengar fires Counter Measures

He shoots 4 ordnance dice with focus token (from Manaroo) which is recharchable due to overclocked mech. So you have 3 defense dice with infinte focus. Usually Howlrunner. Zuckuss lets you reroll your defense dice. Most of the time Howlrunner dies. If not, the revenge shot from Dengar kills her (or the second TIE fighter). Seriously, with Zuckuss TIE fighters explode in one second.

And don't try to hunt down Manaroo, he is fast and Dengar will finish you off. Dengaroo is a counter to so many list (maybe most of the lists), but mostly a counter for TIE swarms

Only a fool would use Howlrunner to shoot Dengar when a revenge shot is still available. Just saying. Dengar would take, at most, one damage from Howlrunner (if he uses Crack Shot). That's not worth the countless re-rolls Howlrunner is going to give over the next few rounds.

Friends don't let friends shoot Dengar with the crux of their list (arc-to-arc).

Obsidian is Howlrunner's squadron (she is supposedly Obsidian Leader, whilst Night Beast is Obsidian 2 and Gundark Obsidian 7), not TIE/fo fighters. Obsidian Squadron is:

  • Howlrunner, Night Beast, Winged Gundark, Obsidian Squadron Pilot x 4

I also like Howl + 6 x Obsidian Squadron.

Gives Howl 4 points for upgrades. I like to put VI and Hull Upgrade on her. Thats up to your personal taste. Even Predator or PTL and MKII would be an option there. Not that it will make much of a difference.

While Night Beast isn't bad, especially with MKII, Winged Gundark is just not worth to consider unless you want to have him in your list for fluff reasons.

Right now I'm leaning towards Howl + 3xBlackCrack + 3xAcademy

I might struggle with the movements and different PSs but it looks good fun and could hit hard.

Swarm is viable, but not if you encounter Dengaroo

Swarm CAN manage Dengaroo (a well-built swarm will one-round a Jumpmaster) but you have to survive the approach well enough, which is a tough ask.

I would sa 9 out of 10 encounters you loose, even when Dengar joust you.

1. Encounter: Dengar fires Counter Measures

He shoots 4 ordnance dice with focus token (from Manaroo) which is recharchable due to overclocked mech. So you have 3 defense dice with infinte focus. Usually Howlrunner. Zuckuss lets you reroll your defense dice. Most of the time Howlrunner dies. If not, the revenge shot from Dengar kills her (or the second TIE fighter). Seriously, with Zuckuss TIE fighters explode in one second.

And don't try to hunt down Manaroo, he is fast and Dengar will finish you off. Dengaroo is a counter to so many list (maybe most of the lists), but mostly a counter for TIE swarms

Only a fool would use Howlrunner to shoot Dengar when a revenge shot is still available. Just saying. Dengar would take, at most, one damage from Howlrunner (if he uses Crack Shot). That's not worth the countless re-rolls Howlrunner is going to give over the next few rounds.

Friends don't let friends shoot Dengar with the crux of their list (arc-to-arc).

Yeah thats right. I wouldn't do that either. It is also good to give her additional hull. And I would strongly suggest to give her veteran instincts to push her to PS10. She then moves last and dengar cannot target lock her to fire his torpedoes