What do you think of this TIE swarm?

By Helias de Nappo, in X-Wing Squad Lists

19 "Howlrunner" (18), Wired (1)

20 "Scourge" (17), Swarm Leader (3)

16 "Youngster" (15), Rage (1)

15 Black Squadron Pilot (14), Crackshot (1) X3

Total: 100

Here is the thinking. In the classic "Howlrunner" swarm, "Howlrunner" is the obvious priority target (putting Swarm Leader on her would make her more so). The same is true for any Swarm Leader carrier as well as for "Youngster" in a Rage swarm. The hope with this list is to present three priority targets, as all three named pilots are capable of either buffing the other TIEs or benefiting from them (in the case of Swarm Leader), and keep them all cheap. Whichever one or two survive the initial pass can hopefully lead the swarm from that point on.

"Scourge" can fire 4 - 5 dice at an undamaged ship, depending on range, or 5 - 6 dice at a damaged ship, and is hopefully high enough PS that he gets to do it before getting 'blowed up'.

"Howlrunner" provides other TIEs rerolls and has Wired in case she wants to go into a Rage.

Then there's the really sick "Scourge" six-die Rage attack that happens in my dreams.

Realistically, I think that "Scourge" will still be the priority target, but he's the cheapest Swarm Leader carrier that has a decent PS, except for "Mauler", who I think is not as good.

Anyhow, what do you think?

19 "Howlrunner" (18), Wired (1)

20 "Scourge" (17), Swarm Leader (3)

16 "Youngster" (15), Rage (1)

15 Black Squadron Pilot (14), Crackshot (1) X3

Total: 100

Here is the thinking. In the classic "Howlrunner" swarm, "Howlrunner" is the obvious priority target (putting Swarm Leader on her would make her more so). The same is true for any Swarm Leader carrier as well as for "Youngster" in a Rage swarm. The hope with this list is to present three priority targets, as all three named pilots are capable of either buffing the other TIEs or benefiting from them (in the case of Swarm Leader), and keep them all cheap. Whichever one or two survive the initial pass can hopefully lead the swarm from that point on.

"Scourge" can fire 4 - 5 dice at an undamaged ship, depending on range, or 5 - 6 dice at a damaged ship, and is hopefully high enough PS that he gets to do it before getting 'blowed up'.

"Howlrunner" provides other TIEs rerolls and has Wired in case she wants to go into a Rage.

Then there's the really sick "Scourge" six-die Rage attack that happens in my dreams.

Realistically, I think that "Scourge" will still be the priority target, but he's the cheapest Swarm Leader carrier that has a decent PS, except for "Mauler", who I think is not as good.

Anyhow, what do you think?

I'd agree. Scourge is a great Swarm Leader - Mauler Mithel is good but is better with Snap Shot (because any time he gets a snap shot he must logically be in range for his ability).

It's a nice list. The classic "kill Howlrunner First" plan falls a bit short.

I'd need to think what to do on the initial pass - either focus up the Black Squadrons for a crack shot opening salvo (at PS4 it's not exactly an "alpha strike"), or evade to fuel up Scourge. Probably the former - you ideally want to play down Scourge's threat level until there's a wounded target to hammer.

If you want to go 50/50, you could always swap out one of the Black Squadron Pilots for Night Beast or Chaser, who can get their evade for scourge and still get a focus/reroll attack with Howlrunner, at a cost of a crack shot.

Interesting. I'd go for the Nightbeast swap to get the "free" evade although the cracks do bite.