"Heavy Swarms"

By Magnus Grendel, in X-Wing

I've been playing quite a bit with 5 TIE strikers, and liking them, and I definitely think they have an interesting style of play. The thing is, they're not really unique - there are now Six (ish) ships which can field a 5-ship "heavy swarm", which I think is worth poking people for thoughts on tactics - principally deployment, manoeuvring and target priority. FTS Gecko, I know, has a lot of experience with a heavy swarm.

Everyone's seen 'swarms' - the TIE fighter swarm, and to a lesser extent A-wings, TIE/fos and now quadjumpers and (soon) light scyks. The problem is, that layered damage mitigation has now reached the point in game that some ships can tank 2-dice primary attacks in essentially whatever quantity you care to throw them. Push The Limit, Attani Mindlink and TIE/x7 means multiple defensive tokens, and no vulnerability to blocking. Lone Wolf and Autothrusters cant be exhausted by multiple successive attacks. Range 1 bonuses aren't enough to make up for Fenn Rau's abilities and Concord Dawn Protector, and above all too many pilots can reliably one-shot a TIE fighter or equivalent before it ever gets to fire, or to blow away 'linchpin' units like jonus, howlrunner, blount or serissu before the rest of the swarm can benefit from their ability.

This isn't a "woe is me" thread; it's a "what do we do about it?".


The thing is, there has in recent-ish waves been quite a few options for a heavy swarm - one which has enough ships to still feel 'swarmy' but enough staying power and firepower to actually scare the big ships and aces that dominate the game.

It's kind of a follow-on to the "4 b-wings and a Z-95" that was at one point the last hurrah of sparsely equipped generic pilots - but this time, with the z-95 upped to a ship dangerous in its own right.


For the sake of definitions, the key requirements for a heavy swarm are:

~ Enough toughness not to be one-shotted easily. 4 hit points with 3 green dice, or 5 with less. There are enough ways to blank out green dice now (juke, zuckuss, etc), along with 'extra attacks' via Dengar, Quickdraw, etc that 3-hull ships tend to pop far too easily unless they're hidden behind a massive wall of green dice and tokens - easy to generate for Soontir Fel, but beyond the reach of a generic pilot. 4+hits are still doable, but usually either require range 1 flying into the teeth of a heavy swarm (meaning risking blocking and multiple range 1 shots back) or using expendable ordnance. As long as it's normally taking two lr more attacks for a kill, it's tough enough.

~ Five ships on the board. Generally, three attacks are needed to put serious hurt down - assuming one ship doesn't have a shot, and one gets killed before he shoots, five is still sufficient to hurt someone. Equally, five ships can lay down enough arcs to get multiple shots on anyone within a general area - vital for actually getting through to boost/barrel roll aces. Four ships is still nice, but the moment someone dies or doesn't get a shot, you tend to have no numerical advantage over much more capable ace lists. Blocking - the classic trick of a generic list - is a problem for the same reason; you can't afford to voluntarily give up 1/4 of your firepower.

~ A 3-dice attack. This is pretty critical, because, as noted, with only 2-dice attacks, some ships (lone wolf dengar, autothruster protectorates/interceptors, etc) can shrug off the fire of your entire squad with little trouble.

~ No 'linchpin' unit that constrains you to a tight formation or whose death can badly impact the squad's capability. Flying in close quarters is a god idea, but you need to be able to spread out to cover possible moves by manouvrable aces.


Notably, the 'heavy swarm' is at the moment limited to Scum & Villainy and The Empire only; the Rebels lack a 20-point 3-dice ship that can be fielded in numbers (the closest they have, the attack shuttle, is a unique only - annoying, because if there was a PS1, 17 point generic below Zeb, it'd actually be a pretty capable ship, able to pack in 5 ships with three dice primary attacks and either dorsal turrets or some non-unique crew like recon specialist). Alternatively something akin to the Chaardan Refit would pull the T-65 X-wing nicely into this bracket and draw some real clear water between generic T-65s and T-70s (at the moment, you're limited to four of either, and it's hard to get round the T-70's extra shield and much better dial - the Baby Blues essentially being a Rebel "superheavy swarm").

The options are:

SCUM

Cartel Spacer - "Heavy Scyk", Mangler Cannon x 5
Probably the best on paper.
Prior to the update to the Heavy Scyk title, these ships were glass cannons, but that extra hit point elevates them to a serious heavy swarmer. 4 hit points - including a shield - plus agility 3 gives you a nice balance between the durability of the khiraxz and the agility of the alpha squadron pilot. It's also the hardest hitting - whilst a Mangler Cannon packs no more firepower than a protectorate or striker's primary weapon, the automatic hit-to-critical modification, when stacked on several attacks, can make a serious mess of high hull, low agility ships (like the Ghost or Dauntless). Against high agility aces, ignoring the range 3 defensive bonus can be just as nasty. Definitely a ship to keep at long range where you get a range defense bonus and your opponent doesn't - compared to range 1 where the relatively anaemic primary weapon doesn't give you any meaningful bonus.

Cartel Marauder x 5
Sorry. I mean "Five. Cartel. Marauders." The most successful 'heavy swarm' - making top 40 in last year's UK systems open and netting a couple of store championships that I'm aware of. The Marauder has a nice balance of toughness (having 5 hit points - the most of any heavy swarmer to date), with speed 1 turns and variable speed K-turns (useful in a jouster). It is the only heavy swarmer with no ability to reposition, but then using boost or barrel roll is not ideal when you have limited action economy and lack the pilot skill to use them reactively - a bad shot with a focus token is generally as good as a good shot without one. Using toughness over token-hungry green dice to survive, relatively tolerant of not getting actions, with a good close-quarter dial and with a "proper" primary weapon capable of four dice at range 1, these ships thrive up close.

Zealous Recruit x 5
A better dial than the Cartel Marauder - but not massively so; a green hard turn is nice but generics shouldn't be stressed all that often. Gains the speed 3 turn and speed 5 straight (good) but loses the speed 1 bank (bad), and trades a speed 5 k-turn for speed 2 talon rolls (nice but not all great). Trading a shield for agility 3 is probably a net loss without the space for autothrusters or the concord dawn protector title. For elite pilots like Fenn Rau or Old Teroch (or even four Concord Dawn Aces with Fearlessness and Concord Dawn Protector) I can see the advantage of the protectorate, but for generics I don't really see what the Zealous Recruit does that either the Cartel Marauder or Cartel Spacer wouldn't have done better. It probably has potential as a blocker - the talon roll, boost and barrel roll making it more able to get in annoying places than the Khiraxz or scyk, and it's the fastest, able to break formation and "sprint" in at speed 5 + boost. It does also suffer from PS1 - not that thats a bad thing in a blocker.

IMPERIAL

Alpha Squadron Pilot - Autothrusters x 5
Theoretically the first of this breed - very fragile (only three hit points, which means they come apart like tissue paper against direct fire) but at least they are very tolerant of shots at long range or turrets - at range 3 they are pretty hard to hit, being able to reliably dodge 2 hits without needing tokens. Keeping them at range 3 will take some fancy flying as unlike the Scyk or Kiraxz, they lack speed 1 banks, but if it can be done they should be pretty nasty. They're also pretty tolerant of the Twin Laser Turret - not a trivial thing to note - although at PS1 they do have the issue of being shot first by PS2 turrets.


Scarif Defender - Adaptive Ailerons, Lightweight Frame x 5
PS3 gives you an edge over most generics (even letting you match lothal rebels), and crucially pushes you out of the lower bracket for Prwdator. A striker with Adaptive Ailerons has the speed to keep up with boosting/barrel rolling/fleeing large ships without losing the focus tokens they need to achieve anything once they catch their prey. It has its weaknesses - primarily at long range, where Lightweight Frame won't provide a bonus - it really wants to be at range 2, where you can easily get multiple 3-dice shots without giving away range 1 shots that can destroy a striker before it shoots back. Its minimum effective speed 3 is a problem - you really need to spread out rocks as if they were a large base ship, because a tight-packed obstacle field is just as bad for numerous, large-turning-circle strikers, but the ship is shockingly manoeuvrable once you get your head around the way it works. The ability to pick between koiogran turns and signor's loops plus adaptive ailerons to allow a 'turn around' manoeuvre anywhere within a 180' arc makes them very flexible.

Scimitar Squadron Pilot - Unguided Rockets, Lightweight Frame x 5

The heaviest heavy swarmer -six hit point behind three green dice is no laughing matter (from raw numbers it almost resembles TIE Defenders!) but the rocket bomber is more impressive on paper than in reality. Those three green dice will be unmodified most of the time, because using focus defensively turns a three dice focused attack into a two dice unmodified one. Being dependant on that focus to shoot leaves you unable to exploit barrel roll and your red moves to full effect, whilst unguided rockets won't let you use a target lock, so the staple of "acquire a lock for future turns" is probably a waste. Still, it's five 3-dice attacks at range 3 with no range defence bonus for your opponent (making up for lightweight frame not helping when you get defensive bonuses yourself),and killing a TIE bomber is not easy - even a perfect shot from Talonbane Cobra or Fenn Rau needs blank green dice and a lucky critical to pull it off.


Heavy Swarms can definitely work - 15 attack dice is quite terrifying in the opening pass, and leaving even decimators on fire in short order is a nasty shock for most opponents.


Note that you nothing stops you mixing ship types - a Cartel Spacer/Marauder mix might do rather well, a tougher 'front line' and some cannons to fire from longer range. The two have pretty comparable dials, so flying them in formation is pretty easy. A Zealous Recruit blocker is not a bad element to consider, too.

Pairing up Interceptors, Strikers, and Bombers, by comparison, leads to harder flying, and they probably don't gain the same benefit (because the preferred range for strikers and interceptors is purely about their defence, not their attack), and they don't share the same pilot skill value, locking you into a specific movement and shooting order (bad for collisions and stuff like rebel captive). Nevertheless, an "anvil" of a bomber, and a mix of "able to outfly manouvrable ships" strikers with "tolerant of turret shots" interceptors could work well


Deployment:
Obviously a three-and-two "w-shaped" or "m-shaped" box and jousting is simple enough, (especially since everyone but the striker has the speed 1 turn allowing it to move around in a nice tight block), but whilst 5 3-dice attacks can eat most things alive, it's easy enough to outfly, and I'm still not convinced you'll win a straight joust against things like 3 x TIE/x7 defenders.

A line of 5 abreast gives you a bit more flexibility to flank (in practice this is more likely to be a group of 3 and a group of 2 (as there will almost inevitably have to be an obstacle to move around when trying to field 5 ships abreast.

Tmore you mix up the three types for each faction, the more so a plan seems required - with 100 point squads and lower pilot skill, you'll be on the short end of the stick in obstacle placement and movement order, so having a plan for the opening turns seems key.


Thoughts? Suggestions? Experiences?

Dang this is a long post.

Kind of surprised the "Rymer Snappy Black Swarm" is not mentioned, but these are some great lists, I strongly feel that a swarm can beat the top of the meta as long as you get a good night's rest and a healthy breakfast.

He makes good points though. Swarms are just so exhausting to fly but I think his rule of 5 is the way to go. I have an imperial list I'm tinkering with that is all ps6 all 3 att and hope one day to fly but sadly turrents, and to a lesser extent bombs, make it a pipe dream at best. That was the magic of bbbbz it could take a good pounding while giving it. Sadly even it doesn't have the right stuff anymore.

Nice analysis! I'm wondering what your thoughts are on the Snap/Crack Awing swarm? I agree with the general stipulation that you need 3 attack dice. However, the FAQ seems like it buffed the concept a little bit (No more LW Dengar with Manaroo nerf, x7 vulnerable to blocking, less Zuckuss on the table, more thought in using Palp to get evade against Snap Shot).

5x Cartel Marauders have been long time favorite! I am looking into doing 5x hwy Scyks with Mangler Cannons.. I like the ideas of swarms of all types :ph34r:

Ooh, just realized a mixed Kihraxz/Scyk swarm may not be a bad idea. The dials are almost exactly the same. The Scyks are better at Range 3, the Kihraxz at range 1.

And with Lightweight Scyk you can throw in a Juke Serissu to screw up targeting priority.

I may have to try this.

A twist on this... 4 alphas WITHOUT autothrusters leaves just enough points for a Delta x7. The x7 tends to reach endgame almost by default, and the loss of autothrusters has not really come up for me outside TLT lists.

You can also fit 5 Awings with Prockets and Chimps. It breaks your rule of 3 red primary, but even if one is vaped you have 20 dice salvo to open

Honorary mention to 5x Autoblaster Ywings, who just dont care how many tokens you have.

Edit: And Synchronized turret Hwks/Pulse ray autoblaster hwks

Edited by Rakaydos

I have a friend that just started playing 5 scyks - 1 tractor, 1 HLC, 3 manglers. That Tractor makes a whole lot of difference except probably against high agi aces~ even then its possible to get it through.

Personally eager to test the 5 bombers - though I think 3 with unguided and 2 with operations specialist + int agent might be better than 5 unguided. Have your 2 shuttle bombers attack first and likely miss - supply 2 focus around per miss (depending on range from each other) which will boost defense and trigger offense if unguided bombers did a 5K or a barrel roll.

This is the imp list I was referring to:

Scourge: Adaptability -1

Backstabber:Naked

Black Squadron Scout:Veteran Instincts, Adaptive Ailerons

Pure Sabacc: Trick shot, Adaptive Ailerons, Light Weight Frame

Royal Guard Pilot:Naked

It's flying tissue paper but it functions as one massive PS6 ship and can potentially hit like a truck with the brakes out. As I said though turrents would absolutely rip this thing apart, specifically quad tlt garbage. It throws a hell of a lot of red dice though.

Edited by LordFajubi

I've been trying out these 5 all with crackshot. Gives you a ps 7 & 8 ace swarm. Plan of attack so far is to alpha strike the opponents endgame ship with crackshots and then swarm the remaining parts of their list. First Store Championship is tomorrow, we'll see how it goes.

Howlie

Scourge

Mauler

Zeta Leader

Duchess

The Imperial builds are the kind of builds I think Imperial players are looking for in the wave 10-11 meta. They were the champion of Arc dodging but Arc dodging is not as good and Scum has now fully surpassed the Imperials in that category.

Now on your 5 ship "heavy swarm" rule I think Rebels do have one, it is the BBBBZ list but with B-wing and their 1 agility and slow movement dial they end up vunurable to both TLTs and Scum Dodgers.

1 minute ago, Marinealver said:

The Imperial builds are the kind of builds I think Imperial players are looking for in the wave 10-11 meta. They were the champion of Arc dodging but Arc dodging is not as good and Scum has now fully surpassed the Imperials in that category.

Now on your 5 ship "heavy swarm" rule I think Rebels do have one, it is the BBBBZ list but with B-wing and their 1 agility and slow movement dial they end up vunurable to both TLTs and Scum Dodgers.

Ordnance as well, a 4 dice range 3 attack ala con missles or hlc will shred a b-wing pretty quick and they don't manuever well enough to evade long range assaults. B's, I personally believe, are dead without some form of assistance.

47 minutes ago, Marinealver said:

The Imperial builds are the kind of builds I think Imperial players are looking for in the wave 10-11 meta. They were the champion of Arc dodging but Arc dodging is not as good and Scum has now fully surpassed the Imperials in that category.

Now on your 5 ship "heavy swarm" rule I think Rebels do have one, it is the BBBBZ list but with B-wing and their 1 agility and slow movement dial they end up vunurable to both TLTs and Scum Dodgers.

Stress Y, 2 Rookies, 2 Bandits


5 Scimitars with Tacticians~

TACTICS: Inx4/x7

The interceptor is an extremely fast and nimble ship, so I start off in a very broad formation, with the Delta lined up with a center lane and a pair of intercepters each in their own lane on either side. Usually this provokes a corner deployment from someone trying to catch part of my list in isolation, but the far intercepter can usually 5 straight-boost bank into 5 straight-boostbank and get a (no token, range 3) shot into their flank/rear, closing the "bag" around the enemy with slow-rolling ships in front and the delta's turn 2 3 bank or 3 hard through the asteroids.

split deployments I havnt gotten a feel for yet, but since the 4 intercepters rely on their single focus token for defence, I am for the most part willing to run a split engagement, with less incoming focus fire for them to defend against. Even with my own forces split, I can usually overpower a list locally, barring early fickle greens, or a strong, block resistant regenerator like Corran.

1 hour ago, Kalandros said:

Stress Y, 2 Rookies, 2 Bandits


5 Scimitars with Tacticians~

Yeah I think these videos sum up why 3 ship imperial lists don't work too well anymore. Even if those three ships are some what durable. It just goes to show the amazing durability of numbers over high stats.

Though I think the Quickdraw player fell for the obvious trap of the 5 ship list getting to fire all on him.. definitely didnt give him a chance and made it 2 vs 5 pretty easily. He was denied his alpha strike so easily.

I guess people have forgotten how to play against such lists (:

Heyyyy! Someone ran my 5x StressBomber list! I'm all glowy-proud!

What about a 5x tie interceptor with autothrusters. Not exactly heavy but has a lot of raw dice and defence if you only take evade actions. Dies at range one though :(

6 hours ago, Magnus Grendel said:

Scimitar Squadron Pilot - Unguided Rockets, Lightweight Frame x 5

The heaviest heavy swarmer -six hit point behind three green dice is no laughing matter (from raw numbers it almost resembles TIE Defenders!) but the rocket bomber is more impressive on paper than in reality. Those three green dice will be unmodified most of the time, because using focus defensively turns a three dice focused attack into a two dice unmodified one. Being dependant on that focus to shoot leaves you unable to exploit barrel roll and your red moves to full effect, whilst unguided rockets won't let you use a target lock, so the staple of "acquire a lock for future turns" is probably a waste. Still, it's five 3-dice attacks at range 3 with no range defence bonus for your opponent (making up for lightweight frame not helping when you get defensive bonuses yourself),and killing a TIE bomber is not easy - even a perfect shot from Talonbane Cobra or Fenn Rau needs blank green dice and a lucky critical to pull it off.

For what's worth, in my experience with running 4x Bomber lists (gotta be close to 100 on those by now), it's not all that hard to hold onto your focus token even with just a pair of green dice between you and death. I'd look at three naked dice as being roughly the same as two with a focus, and I'm surviving long enough to pump out some damage with that. If you were very worried about it, however, you could easily convert one of the Bombers to a Shuttle with OpSpec; it's range band is wide enough to not have to be overly concerned about hugging in, and it solves the spend-or-save dilemma pretty easily. It also creates a pseudo-Biggs to meatshield the list.

That said, neither the rockets, nor the prospect of an extra agility, is making me want to turn away from the spikier 4x heavier ordnance option.

Quote

Kind of surprised the "Rymer Snappy Black Swarm" is not mentioned, but these are some great lists, I strongly feel that a swarm can beat the top of the meta as long as you get a good night's rest and a healthy breakfast.

Agreed. I do love swarms, but I've just found 2-dice ships increasingly ineffectual without serious gimmicks tied to their attacks.

A Snap swarm isnt bad (and i do want to try it) - it's reliant on range 1 to achieve anything, though, and unmodified 2 dice attacks can let you down badly - especially against lone wolf/boba fett/concord dawn protector. More importantly, to me it fails the "lynchpin" rule for a proper heavy swarm - rhymer is prety tough for a small ship, but still plenty killable in the first pass.

Quote

it's not all that hard to hold onto your focus token even with just a pair of green dice between you and death. I'd look at three naked dice as being roughly the same as two with a focus, and I'm surviving long enough to pump out some damage with that


Also true. As noted, theyre the toughest heavy swarmer, it's just that theyre not quite as tough as they look. I think the problem is more their vulnerability to action denial and stress (making them the reverse of the khiraxz)

I Understand the coment on expendable ordnance rather than rockets - it's more the limitations to let me fit in a fifth ship, I guess - pkus the fact that whoever is last ship standing will have more than the primary popguns..

I've found their biggest vulnerability, as a ship, are crits. This stands to reason considering they have no shields, but they're in the unique position that they have enough hull as a small ship to actually have to be worried about them. TIE Fighters and Interceptors have half the hull, but if they get a crit, they're more concerned with it being a third of their HP. Hell, it's almost a win for them if it's not a Direct Hit. The Bombers, on the other hand, actually have to worry about the card text more than the card, and it can often be a horrendous time for them.

In terms of damage output, I'm not convinced those rockets would put out enough with a fifth ship, that I couldn't pump out with just four. Focus firing is critical with them. They're slightly juxtaposed in that their biggest worries are also their greatest prey - low HP aces and high HP large ships. The former only need a couple of damage to sneak through from a barrage, and they're done for. The latter tend to be able to soak damage to a point, and that point is usually well below the expected damage output of a barrage.

Now, with all that pessimism aside, I'd still play it to give it a try. I own seven Bombers for crying out loud, so I feel somewhat obligated to!

Edit: Incidentally, I did originally buy 5x TAPs on launch to run just this kind of 5x swarm list, albeit with just the Prockets as my damage spike. I was interested to try it until I came up against a 4x PTL Baron list the next week and realised just how incredibly easy they are to take out. I even tried a few alongside Vessery (pre-buff, so no /x7 or /D), and they pretty much dashed my hopes of them ever leaving my collection again.

Edited by NakedDex

I love these style of lists, although often 4 + 1 "outlier" seems best.

IE:

Inquisitor: Trick Shot, Title, Tracers, GC

4 x Alpha Squad Interceptors

Inquisitors job (beyond a a role similar to a 5th Interceptor) is to pass a TL to the other 4.

OR something similar with 4 Alpha with AT + Howlrunner... although if moving fast Howlrunner may not be able to keep up :-)

Either way its 4 + a force multiplier.