Something else to consider is that PS1 has a chance of dodging Warden squadron bombers.
"Heavy Swarms"
With all those cheap yet awesome Imperial mini-Aces I believe 5-ship-swarm should include some.
I've been toying recently with some mixed mini aces-swarm-ordnance list:
Quickdraw + title, FCS, Adaptability
Duchess + Lightweight frame, Title, Adaptability
Scimitar Bomber + Concussion Missles, LRS
Academy TIE
Academy TIE
I got PS10 double tap, PS9 arc doger, some ordnance carrier and blockers.
Works pretty well, I am having fun but it's not tier1 rooster
For Rebel I have some sucess with this :
Rookie Pilot (22)
x 2
X-Wing (21), R2 Astromech (1), Integrated Astromech (0)
Blue Squadron Pilot (22)
x 2
B-Wing (22), Collision Detector (0)
Bandit Squadron Pilot (12)
Since Sunny from the Croc, I think it's time to have some unique pilot with PS 1 - 2 for swarm gameplay. Of course we have PS3 pilots but give more choice is always good !
I know it does not fit the defined heavy swarm, but what about something like this? Still shoots 15 dice at range, and with decloak and ailerons can move quickly for a turn.
TIE Phantom: Sigma Squadron Pilot (25)
Collision Detector (0)
Lightweight Frame (2)
TIE Phantom: Sigma Squadron Pilot (25)
Collision Detector (0)
Lightweight Frame (2)
TIE Phantom: Sigma Squadron Pilot (25)
Collision Detector (0)
Lightweight Frame (2)
TIE Striker: Imperial Trainee (17)
Lightweight Frame (2)
Adaptive ailerons (0)
-- TOTAL ------- 100p. --
1 hour ago, vintageof79 said:TIE Phantom: Sigma Squadron Pilot (25)
Collision Detector (0)
Lightweight Frame (2)
TIE Phantom: Sigma Squadron Pilot (25)
Collision Detector (0)
Lightweight Frame (2)
TIE Phantom: Sigma Squadron Pilot (25)
Collision Detector (0)
Lightweight Frame (2)
TIE Striker: Imperial Trainee (17)
Lightweight Frame (2)
Adaptive ailerons (0)
-- TOTAL ------- 100p. --
Might not fit the definition of 'Heavy Swarm' but I'd like to see imperial phantoms on the table that weren't echo or whisper - well done
A fair point. Or, for that matter, blocking them. Bombs and SLAMs are still actions, and a Kwings pre-slam dial is pretty guff....
TURN ZERO
spreading out the rocks as much as possible is key. Even if you've got manouvrable ships like interceptors, you're still trying to fit five in close proximity - if using bombers with their so-so dial, khiraxz with no repositioning, or strikers with their ludicrous minimum speed, it's even more of an issue.
Deployment - you can assume you're setting up everything en masse first.
This basically means you've got a limited number of options:
~ Deploy in a corner
~ Deploy in the centre
~ Deploy in a 'dragnet' (good for chasing down elusive turrets like dash rendar)
And
~ Deploy facing the enemy
~ Deploy along the board edge
You'll have the jousting edge against most squads, so deploying facing the enemy should 'close off' that corner for them to depoy in.
Another list that sort of fits the "heavy swarm" type is a list I ran at a tournament about 6 months ago that may need a second look in the post nerf world.
Sienar Test Pilot with V1 title,guidance chips, and proton rockets x5
I did ok, even against triple uboats. It might work well now after the nerfs.
My typical opening. outside intercepters are just past the outer asteroids. Near flank intercepter can skip boost for token if I think I'll be rushed.
Very neat. Deploying as a mass and advancing to contact versus deploying dispersed and concentrating is a big strategy choice - what made you go that way?
Thats.. what?
One turn then two turn
Two bank then two straight
Three bank then three straight
Three bank, straight boost, five straight
Five straight, boost bank, five straight, boost bank
Five alpha squadrons or recruits could definitely do this. Would need to work out equivalents for a striker - they do big sweeping turns well but arent so great at "dead run with a slight turn at the end".
Boosts pre-contact with an intereceptor are important. You probably cant afford to be short tokens once the shooting starts, but setting up a better starting engagement can win the game for you.
Any critical rock placement or deployment width rules of thumb? One big rock in the wrong place to mess up boosts could cause some nasty issues (one advantage of a striker is that adaptive ailerons being an all-up maneuver is that it can 'boost' through a rock or debris, albeit at a risk)
Except for the outside intercepter, everyone has plenty of manerverability and repositioning in resrrve for rock dodging- the problem lies in needing clear lanes for both flanks, because you Dont know which the enemy will deploy in.
My rule of thumb is bring original set small rocks, and place the enemy big rock in the center. I try for rocks in the corners, and havnt had much of a problem beyond taking a 4 straight instead of a 5 the firsy turn to line up the diagonal lane. Will be away from vassal tomorrow, or Id map out rocks and evation patterns.
Also, bring an original damage deck. Munition failure and injured pilot do absolutely nothing to you.
I've never played this and it doesn't exactly meet the op requirements but what about this:
B-Wing: Blue Squadron Pilot (22)
B-Wing: Blue Squadron Pilot (22)
X-Wing: · Biggs Darklighter (25)
· R4-D6 (1)
Integrated Astromech (0)
Z-95 Headhunter: Bandit Squadron Pilot (12)
Z-95 Headhunter: Bandit Squadron Pilot (12)
-- TOTAL ------- 94p. --
6 left points to modify to your preferences.
Fly Biggs with the B wings to keep them alive a bit longet and block with the Z 95s.
Back in my day, a heavy swarm was 7 or 8 TIEs... 5 ships... pshhh
1 hour ago, howieloader said:Back in my day, a heavy swarm was 7 or 8 TIEs... 5 ships... pshhh
**** kids and their half *** swarms. Get off my lawn!
Oh trust me, Ive used and lije the swarm. My best performance to date was with a 7 x academy pilot + youngster with rage swarm. However, I just feel like you can have serious trouble without that third attack die these days, however heavily modified it is...
On 5/13/2017 at 10:17 PM, Magnus Grendel said:Very neat. Deploying as a mass and advancing to contact versus deploying dispersed and concentrating is a big strategy choice - what made you go that way?
Five alpha squadrons or recruits could definitely do this. Would need to work out equivalents for a striker - they do big sweeping turns well but arent so great at "dead run with a slight turn at the end".
Boosts pre-contact with an intereceptor are important. You probably cant afford to be short tokens once the shooting starts, but setting up a better starting engagement can win the game for you.
Any critical rock placement or deployment width rules of thumb? One big rock in the wrong place to mess up boosts could cause some nasty issues (one advantage of a striker is that adaptive ailerons being an all-up maneuver is that it can 'boost' through a rock or debris, albeit at a risk)
As you can see, the two rocks I place (plus the mirrored one for 3rd) arnt exactly groundbreaking, but their R1 exclusion covers most of the important part of both the speed 5 wide dash, and the easier but more exposed 3 bank boost 3 bank. While the 3 bank route could be shut down with a corner rock (really, you'd be bringing the flanker in closer if that was the plan) the 5 straight route stays almost entirely outside the asteroid deployment zone until it makes the dash through the dead zone between my placed rocks. As for a rock placed just right on the flank... I've shown a turn 1 3-straight along with the 5 straight for the wide flank, to show off wiggle room that approach has.
Did this one while I was at it:
The best path is actually a bit better than the Intercepter's but it's ridiculusly easy to block with rocks. You're going to have to plan your starting point around any rocks that are placed if you want Striker flankers.