Swarm Leader Builds

By 4fox100, in X-Wing Squad Lists

5x Academy Pilots = 60

Vader, x1, ATC, Engine Upgrade, Swarm Leader = 37

You have 3 options at this point:

Ion Pulse Missiles, to have a bit of control at just the right time.

Prockets, for end game punch when you need it.

Thread Tracers, because sometimes you just want to joust the hell out of something. This leaves you woth a 2 point bid, which is desirable, but maybe not necessary. You've got a lot of blockers.

So you don't like the idea of dropping the engine to upgrade the Academies? Not worth losing it on Vader? I'm sure two TIEs can keep up with a boosting Vader, just thought the PS3 would be better.

I'm not sure Vader is tough enough to get away without Engine Upgrade. I'm okay with PS1, and you really can't afford to let Vader die.

I agree that Vader is the best option and that Academy Pilots are his best crew. I know people are looking at /x7, but I don't rate it. It's going to be pretty situational that you won't want to use your free Evade for defense on the Tie Defender. I mean, what makes them great is that they get the free Evade. So...you want to make that person vulnerable to boost another attack? Or, if you wait for a right moment, you are pretty much only getting to use Swarm Leader how often? There are also only 2 Tie Defenders. So....if they die first (without that free Evade), then you are pretty much removing the boost to the attack.

Academy Pilots are great because they are PS 1. You don't want to set up in formation. You want to literally swarm your opponent. If you have 5 pilots, you can set up a field of Tie Fighters that will block a lot of movement for your opponent. It sets up a bump train that forces your opponent to bounce back to the front of the Tie Swarm. This will remove their action and put them in a spot that they didn't want. Not only will Vader be able to boost his shot on people who use the Evade, but you will have a string of Tie Fighters firing at R1 (some 2) at someone with no actions. That's a good thing there.

Vader will want the Engine Upgrade because he might have to spent some time not adjusting his dice. It's quite possible you will have to Boost and BR to get him out of arc. You don't really want him taking hits. It's probably better to fire unmodified dice than get shot at. Vader is your key to the list. He can't die. 4 dice with no modifier is not so bad...sometimes.

Another idea for the spare 3 pts is to upgrade one Academy Pilot to Night Beast. If he does a green then he gets a free Focus and can then Evade. His PS is mid. So, there is at least some action economy on one guy. He only costs 2 pts more and you can save the last point for initiative bid...or give him Mk II engines for 1 pt. That makes the 3 bank green. Not necessary, but might be worth it if you don't think a 1 pt bid is worth it.

I also really like the Night Beast idea. Gets some use from a rarely seen TIE Pilot.

Nightbeast and "the count" are both ps 5 and both make life easier for swarm leaders by keeping mods after evading or not caring about evade results at all

5x Academy Pilots = 60

Vader, x1, ATC, Engine Upgrade, Swarm Leader = 37

You have 3 options at this point:

Ion Pulse Missiles, to have a bit of control at just the right time.

Prockets, for end game punch when you need it.

Thread Tracers, because sometimes you just want to joust the hell out of something. This leaves you woth a 2 point bid, which is desirable, but maybe not necessary. You've got a lot of blockers.

So you don't like the idea of dropping the engine to upgrade the Academies? Not worth losing it on Vader? I'm sure two TIEs can keep up with a boosting Vader, just thought the PS3 would be better.

I'm not sure Vader is tough enough to get away without Engine Upgrade. I'm okay with PS1, and you really can't afford to let Vader die.

I agree that Vader is the best option and that Academy Pilots are his best crew. I know people are looking at /x7, but I don't rate it. It's going to be pretty situational that you won't want to use your free Evade for defense on the Tie Defender. I mean, what makes them great is that they get the free Evade. So...you want to make that person vulnerable to boost another attack? Or, if you wait for a right moment, you are pretty much only getting to use Swarm Leader how often? There are also only 2 Tie Defenders. So....if they die first (without that free Evade), then you are pretty much removing the boost to the attack.

Academy Pilots are great because they are PS 1. You don't want to set up in formation. You want to literally swarm your opponent. If you have 5 pilots, you can set up a field of Tie Fighters that will block a lot of movement for your opponent. It sets up a bump train that forces your opponent to bounce back to the front of the Tie Swarm. This will remove their action and put them in a spot that they didn't want. Not only will Vader be able to boost his shot on people who use the Evade, but you will have a string of Tie Fighters firing at R1 (some 2) at someone with no actions. That's a good thing there.

Vader will want the Engine Upgrade because he might have to spent some time not adjusting his dice. It's quite possible you will have to Boost and BR to get him out of arc. You don't really want him taking hits. It's probably better to fire unmodified dice than get shot at. Vader is your key to the list. He can't die. 4 dice with no modifier is not so bad...sometimes.

Another idea for the spare 3 pts is to upgrade one Academy Pilot to Night Beast. If he does a green then he gets a free Focus and can then Evade. His PS is mid. So, there is at least some action economy on one guy. He only costs 2 pts more and you can save the last point for initiative bid...or give him Mk II engines for 1 pt. That makes the 3 bank green. Not necessary, but might be worth it if you don't think a 1 pt bid is worth it.

Wampa could also be an interesting choice. Granted he may not get much use from his ability, but his mere presence will cause him to be targeted. Thus drawing fire away from Vader.

I also really like the Night Beast idea. Gets some use from a rarely seen TIE Pilot.

Or, since I'm off the wall:

"Whisper” (40)

TIE Phantom (32), Swarm Leader (3), Veteran Instincts (1), Advanced Cloaking Device (4)

Sigma Squadron Pilot (30) x 2

TIE Phantom (25), Intelligence Agent (1), Fire-Control System (2), Lightened Frame (2)

Or, since I'm off the wall:

"Whisper” (40)

TIE Phantom (32), Swarm Leader (3), Veteran Instincts (1), Advanced Cloaking Device (4)

Sigma Squadron Pilot (30) x 2

TIE Phantom (25), Intelligence Agent (1), Fire-Control System (2), Lightened Frame (2)

Umm... swarm leader is an EPT. You can't put both it and VI on Whisper.

Or, since I'm off the wall:

"Whisper” (40)

TIE Phantom (32), Swarm Leader (3), Veteran Instincts (1), Advanced Cloaking Device (4), TIE Phantom Test Pilot (0)

Sigma Squadron Pilot (30) x 2

TIE Phantom (25), Intelligence Agent (1), Fire-Control System (2), Lightened Frame (2)

Umm... swarm leader is an EPT. You can't put both it and VI on Whisper.

There, fixed it for him ;)

Or, since I'm off the wall:

"Whisper” (40)

TIE Phantom (32), Swarm Leader (3), Veteran Instincts (1), Advanced Cloaking Device (4), TIE Phantom Test Pilot (0)

Sigma Squadron Pilot (30) x 2

TIE Phantom (25), Intelligence Agent (1), Fire-Control System (2), Lightened Frame (2)

Umm... swarm leader is an EPT. You can't put both it and VI on Whisper.

There, fixed it for him ;)

I actually laughed out loud at that. Now I want it!

I am going to go crazy with it and try this.

PS4 Striker: Title, Expertise

PS4 Striker: Title, Expertise

Oicunn: Title, Swarm Leader, Mara Jade, Ion Projector

I know it's not the greatest. But I like the idea of a 5 attack 360 shot. And with Experise on the strikers they can put out some damage too. All in theory anyways.

Or, since I'm off the wall:

"Whisper” (40)

TIE Phantom (32), Swarm Leader (3), Veteran Instincts (1), Advanced Cloaking Device (4), TIE Phantom Test Pilot (0)

Sigma Squadron Pilot (30) x 2

TIE Phantom (25), Intelligence Agent (1), Fire-Control System (2), Lightened Frame (2)

Umm... swarm leader is an EPT. You can't put both it and VI on Whisper.

There, fixed it for him ;)

I actually laughed out loud at that. Now I want it!

VI+Juke/Swarm Leader/Outmanuever/Lone Wolf on Whisper. Scary thoughts man. Me wanty.

Or, since I'm off the wall:

"Whisper” (40)

TIE Phantom (32), Swarm Leader (3), Veteran Instincts (1), Advanced Cloaking Device (4), TIE Phantom Test Pilot (0)

Sigma Squadron Pilot (30) x 2

TIE Phantom (25), Intelligence Agent (1), Fire-Control System (2), Lightened Frame (2)

Umm... swarm leader is an EPT. You can't put both it and VI on Whisper.

There, fixed it for him ;)

I actually laughed out loud at that. Now I want it!
Man if only. That would be some fun (and possibly OP) EPT Combos.

VI+Juke/Swarm Leader/Outmanuever/Lone Wolf on Whisper. Scary thoughts man. Me wanty.

Oh god. Of all the ships that should not get an extra ept...

Or, since I'm off the wall:

"Whisper” (40)

TIE Phantom (32), Swarm Leader (3), Veteran Instincts (1), Advanced Cloaking Device (4), TIE Phantom Test Pilot (0)

Sigma Squadron Pilot (30) x 2

TIE Phantom (25), Intelligence Agent (1), Fire-Control System (2), Lightened Frame (2)

Umm... swarm leader is an EPT. You can't put both it and VI on Whisper.

There, fixed it for him ;)

I actually laughed out loud at that. Now I want it!
Man if only. That would be some fun (and possibly OP) EPT Combos.

VI+Juke/Swarm Leader/Outmanuever/Lone Wolf on Whisper. Scary thoughts man. Me wanty.

Oh god. Of all the ships that should not get an extra ept...

"Whisper” (40)

TIE Phantom (32), Swarm Leader (3), Veteran Instincts (1), Advanced Cloaking Device (4)

Sigma Squadron Pilot (30) x 2

TIE Phantom (25), Intelligence Agent (1), Fire-Control System (2), Lightened Frame (2)

I like this, but maybe better this way:

"Whisper" (42)

TIE Phantom (32), Swarm Leader (3), Intelligence Agent (1), Fire-Control System (2), Advanced Cloaking Device (4)

Sigma Squadron Pilot (29) x2

TIE Phantom (25), Fire-Control System (2), Stygium Particle Accelerator (2)

Free evades when cloaking or decloaking, plus you can double evade on decloak turns to give you no fear of using it defensively. Everyone gets FCS to make their shots better. I would run this just for the opportunity to shoot 7 dice at range 1.

BIIIIIGGGG BAADDA BOOM!!!!

"Whisper” (40)

TIE Phantom (32), Swarm Leader (3), Veteran Instincts (1), Advanced Cloaking Device (4)

Sigma Squadron Pilot (30) x 2

TIE Phantom (25), Intelligence Agent (1), Fire-Control System (2), Lightened Frame (2)

I like this, but maybe better this way:

"Whisper" (42)

TIE Phantom (32), Swarm Leader (3), Intelligence Agent (1), Fire-Control System (2), Advanced Cloaking Device (4)

Sigma Squadron Pilot (29) x2

TIE Phantom (25), Fire-Control System (2), Stygium Particle Accelerator (2)

Free evades when cloaking or decloaking, plus you can double evade on decloak turns to give you no fear of using it defensively. Everyone gets FCS to make their shots better. I would run this just for the opportunity to shoot 7 dice at range 1.

BIIIIIGGGG BAADDA BOOM!!!!

I love the Fifth Element reference.

It's a great movie that fewer and fewer people have seen. It's a **** shame.

This is where I'm at with it, let's see some tie swarms come back...

-Black Squadron Scout

Adaptive

Searm Leader

Lightweight Frame

-Imperial Trainee

Adaptive A.

Light Frame

-Imperial Trainee

Adaptive A.

Light Frame

-Imperial Trainee

Adaptive A.

Light Frame

-Imperial Trainee

Adaptive A.

Twin Ion Engines

Edited by Showtimebrad

TIE Avanced Prototype: Sienar Test Pilot (16)

TIE/v1 (1)

TIE Avanced Prototype: Sienar Test Pilot (16)

TIE/v1 (1)

TIE Avanced Prototype: Sienar Test Pilot (16)

TIE/v1 (1)

Upsilon-class Shuttle: · Kylo Ren (34)

· Swarm Leader (3)

Fire Control System (2)

· General Hux (5)

Inspiring Recruit (1)

· Kylo Ren's Shuttle (2)

Pattern Analyzer (2)

https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!99:219,-1,-1,45,-1,-1:-1:-1:;10::-1:-1:;10::-1:-1:;10::-1:-1:;10::-1:-1:&sn=Unnamed%20Squadron

Rear Admiral Chiraneau — VT-49 Decimator46Swarm Leader3Darth Vader3Ship Total: 52Academy Pilot — TIE Fighter12Ship Total: 12Academy Pilot — TIE Fighter12Ship Total: 12Academy Pilot — TIE Fighter12Ship Total: 12Academy Pilot — TIE Fighter12Ship Total: 12

This will give you a 5 Attack dice (6 range 1) turret ship as well as a situational Vader for those slippery Soontir Fel's

https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!99:219,-1,-1,45,-1,-1:-1:-1:;10::-1:-1:;10::-1:-1:;10::-1:-1:;10::-1:-1:&sn=Unnamed%20Squadron

Rear Admiral Chiraneau — VT-49 Decimator 46 Swarm Leader 3 Darth Vader 3 Ship Total: 52 Academy Pilot — TIE Fighter 12 Ship Total: 12 Academy Pilot — TIE Fighter 12 Ship Total: 12 Academy Pilot — TIE Fighter 12 Ship Total: 12 Academy Pilot — TIE Fighter 12 Ship Total: 12

This will give you a 5 Attack dice (6 range 1) turret ship as well as a situational Vader for those slippery Soontir Fel's

You could also take out 1 Academy Pilot, upgrade one of them to Night Beast for that free focus and put a HotShot CoPilot & Gunner on RAC. Take your first shot with regular shots to strip focus token and try to miss then taken second shot with Swarm Leader for maximum pain. OR you could switch your target to another ship for Swarm Leader too since it doesn't have to be the same ship. Taking focus tokens off your opponent's ships will help the TIE Fighters not only live, but get shots through.

Edited by RStan

I like this idea. I prefer one less ship with more potency in my ancillary ships. Moff gives a critical hit sensitive ship 2 opportunities to avoid a crit. Marksmanship helps Wampa slide damage under shields. You can still max Swarm Leader hits and some extra damage out of TIE's. Wampa & Vader can say goodbye to any two hull ships in one turn.

Rear Admiral Chiraneau (46)
Swarm Leader (3)
Mercenary Copilot (2)
Darth Vader (3)
Moff Jerjerrod (2)

"Wampa" (14)

"Youngster" (15)
Marksmanship (3)

Academy Pilot (12)

Total: 100

View in Yet Another Squad Builder

How about:

Omega Leader + Swarm Leader + Comm Relay

Howlrunner

2x Black Squadron with Crack

2x Academy Pilot

I like this idea. I prefer one less ship with more potency in my ancillary ships. Moff gives a critical hit sensitive ship 2 opportunities to avoid a crit. Marksmanship helps Wampa slide damage under shields. You can still max Swarm Leader hits and some extra damage out of TIE's. Wampa & Vader can say goodbye to any two hull ships in one turn.

Rear Admiral Chiraneau (46)

Swarm Leader (3)

Mercenary Copilot (2)

Darth Vader (3)

Moff Jerjerrod (2)

"Wampa" (14)

"Youngster" (15)

Marksmanship (3)

Academy Pilot (12)

Total: 100

View in Yet Another Squad Builder

I think the masses say Youngster//Marksmanship will never work. They may be right but it is fun to play with Youngster. Also, I think Wampa and Palp re BFFs so I was looking to put their band back together. I finangled the list, but it did cost a whole Academy.

Rear Admiral Chiraneau (46)

Swarm Leader (3)

Emperor Palpatine (8)

Inspiring Recruit (1)

"Wampa" (14)

"Youngster" (15)

Rage (1)

Academy Pilot (12)

Total: 100

View in Yet Another Squad Builder

Inspiring Recruits help lessen the rage burden. Too big of departure?

I think the masses say Youngster//Marksmanship will never work.

In general, yes. With Wampa, hmm. I think he may be on to something.

I think the Vader/Kylo Ren combo will be something in the future though. And with Ren, he can drop 2 hull ships in one turn like he stated (I'm not sure how he's thinking it works now) without having to use Swarm Leader at all.

A couple of changes then in the Deci I think makes the list come together a bit better:

Commander Kenkirk — VT-49 Decimator 44

Swarm Leader 3

Kylo Ren 3

Darth Vader 3

Operations Specialist 3

Ship Total: 56

If Youngster is nearby, with an evade (he should evade anyway), he can activate Ops Specialist to give Kenkirk a focus token. Assuming he took a TL, he can grab evades and deliver a fully modified 5 dice shot. Otherwise, if he used Ren, save the evades, take a shot, then proc Vader. Beautiful to deliver a blinded pilot to a ship and take him or of the action for a turn.