swarm leader fun - how many ways can we do this?

By Wiredin, in X-Wing Squad Lists

Swarm leader has been my favorite upgrade card since release and I've been finding success with it competitively. So i started thinking of more fun ways to use it...

Jess Pava (25)
R2-D6 (1)
Swarm Leader (3)

Jan Ors (25)
Adaptability (0)
Dorsal Turret (3)
Nien Nunb (1)

Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Snap Shot (2)
A-Wing Test Pilot (0)

Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Snap Shot (2)
A-Wing Test Pilot (0)

Total: 100

View in Yet Another Squad Builder

Jess and the Snaps has been my favorite, and I've posted it a lot on the forums. basically a 6-7 average die single attack consistently, has a ton of offense, and can be pretty tanky. Have gone 3-1 in a store champ (usually go 1-3 so I consider that a huge improvement)

Norra Wexley (29)
Swarm Leader (3)
Finn (5)
R7-T1 (3)
Experimental Interface (3)
Alliance Overhaul (0)

Shara Bey (28)
Adaptability (0)
R3 Astromech (2)
Alliance Overhaul (0)

Jan Ors (25)
Cool Hand (1)

Total: 99

View in Yet Another Squad Builder

The famous 9 dice attack. one trick pony, but a pretty cool trick.

Jan Ors (25)
Trick Shot (0)
Dorsal Turret (3)
Nien Nunb (1)

Kyle Katarn (21)
Swarm Leader (3)
Dorsal Turret (3)
Hera Syndulla (1)
Engine Upgrade (4)
Moldy Crow (3)

Green Squadron Pilot (19)
Adaptability (0)
Chardaan Refit (-2)
Crack Shot (1)
A-Wing Test Pilot (0)

Green Squadron Pilot (19)
Adaptability (0)
Chardaan Refit (-2)
Crack Shot (1)
A-Wing Test Pilot (0)

Total: 100

View in Yet Another Squad Builder

5 Dice hawk primary attack!

Etahn A'baht (32)
Swarm Leader (3)
R7-T1 (3)
Experimental Interface (3)

Captain Rex (14)

Sabine Wren (TIE Fighter) (15)
Juke (2)
Intelligence Agent (1)
Cloaking Device (2)
Captured TIE (1)
Sabine's Masterpiece (1)

Roark Garnet (19)
Dorsal Turret (3)
Inspiring Recruit (1)

Total: 100

View in Yet Another Squad Builder

My latest creation! Roark gives Etahn the first shot to send 6 dice down range. Can reliably happen on a regular basis.

Darth Vader (29)
Swarm Leader (3)
Advanced Targeting Computer (1)
Engine Upgrade (4)
TIE/x1 (0)

"Howlrunner" (18)
Crack Shot (1)

Black Squadron Pilot (14)
Crack Shot (1)

Black Squadron Pilot (14)
Crack Shot (1)

Black Squadron Pilot (14)

Total: 100

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Thematic!

Fenn Rau (28)
Swarm Leader (3)
Autothrusters (2)
Concord Dawn Protector (1)

Tansarii Point Veteran (17)
Juke (2)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Tansarii Point Veteran (17)
Juke (2)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Cartel Spacer (14)
"Heavy Scyk" Interceptor (Cannon) (2)

Total: 100

View in Yet Another Squad Builder

more swarm leader fun! but paper thin.

I've also been living on Swarm Leader since it came out. I'll just post the ones I've actually had success with :P

3D/x7 Vessery plus Ryad is a well known team and can get really consistent mods on those 5-6 die attacks. This one has lost some momentum since the nerfening:

(36) TIE Defender: •Colonel Vessery (35)
TIE/x7 (-2)
•Swarm Leader (3)

(36) TIE Defender: •Countess Ryad (34)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)
Push the Limit (3)

(28) TIE Defender: Delta Squadron Pilot (30)
TIE/x7 (-2)

Total: 100/100

My personal favorite is Swarm Leader Cassian with a Green push mini-swarm. Consistent 6-7 die attacks pairs well with three flexible blockers. If your meta has less durable ships you can switch FCS to AdvSen. to take new target locks on a stop maneuver.

(39) U-Wing: •Cassian Andor (27)
Pivot Wing (Attack) (0)
•Swarm Leader (3)
Fire-Control System (2)
•Finn (5)
•Rey (2)

(60) 3x A-Wing: Green Squadron Pilot (19)
A-Wing Test Pilot (0)
Push the Limit (3)
Adaptability (+1) (0)
Chardaan Refit (-2)

Total: 99/100

Last up, "QuickDraw"! It's bordering on too janky for competetive use, but who doesn't want a 12 dice alpha strike? I do consistently get 10 dice on target before they shoot which is a good alpha. (Maximum potential of 17 dice rolled by a single ship in a turn!)

(36) TIE/SF Fighter: •"Quickdraw" (29)
Twin Ion Engine Mk. II (1)
Special Ops Training (0)
•Swarm Leader (3)
Electronic Baffle (1)
Pattern Analyzer (2)

(16) TIE Fighter: •"Youngster" (15)
Rage (1)

(48) 4x TIE Fighter: Academy Pilot (12)

Total: 100/100

Kath Scarlett - Swarm Leader, General Hux

3x - Epsilon Squadron Pilot - Comm Relay

Just put this together yesterday. Hoping to try it tomorrow. I'm looking at some other variations as well, including other ships but I'm fairly unfamiliar with most tie pilots so it may take me a bit to post my next imperial list.

For rebels I really like including an attack shuttle. It gives you a crew spot and natural 3 attack dice on a cheap ship with evade....

Edited by Ohnoeszz
13 hours ago, nitrobenz said:

Last up, "QuickDraw"! It's bordering on too janky for competetive use, but who doesn't want a 12 dice alpha strike? I do consistently get 10 dice on target before they shoot which is a good alpha. (Maximum potential of 17 dice rolled by a single ship in a turn!)

(36) TIE/SF Fighter: •"Quickdraw" (29)
Twin Ion Engine Mk. II (1)
Special Ops Training (0)
•Swarm Leader (3)
Electronic Baffle (1)
Pattern Analyzer (2)

(16) TIE Fighter: •"Youngster" (15)
Rage (1)

(48) 4x TIE Fighter: Academy Pilot (12)

Total: 100/100

THATS IMPRESSIVE!!! I like this idea....

You know I love Jess and the Jukes, just wish it didn't have so much variance. I did think of a switch to Heff as the fourth ship, and how to fly it differently than a typical close 4-ship formation. Maybe block with Heff and flank the Jukes in from the side?

Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Snap Shot (2)
A-Wing Test Pilot (0)

Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Snap Shot (2)
A-Wing Test Pilot (0)

Jess Pava (25)
R2-D6 (1)
Swarm Leader (3)
Integrated Astromech (0)

Heff Tobber (24)
Fire-Control System (2)
Jyn Erso (2)
"Chopper" (0)
Tactical Jammer (1)
Pivot Wing (0)

Total: 100

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@Wiredin - FYI- you're missing IA on Jess in your Jukes list.

Edited by gennataos

oh thats a neat idea! @gennataos

thats an awesome idea to allow the A's to gain a focus token too... I'll have to try that.

I liked Jan because she gave the A's more offense as well, which actually became very important in late game as Jess usually dies round 1/2ish.

Edited by Wiredin

@Ohnoeszz

"Quickdraw" (29)
Swarm Leader (3)
Electronic Baffle (1)
Hyperwave Comm Scanner (1)
Lightweight Frame (2)
Special Ops Training (0)

"Youngster" (15)
Rage (1)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Total: 100

View in Yet Another Squad Builder

my take on your concept. but now I'm pushing the deployment to really close range and get that attack off sooner!

Mentioned this in the deci swarm leader topic, but this seems like a good place to post- still needs table time but it feels good to me

Colonel Vessery (35)

Swarm Leader (3)

Tractor Beam (1)

TIE/D (0)

TIE mk2 (1)

The Inquisitor (25)

Push the Limit (3)

TIE/v1 (1)

TIE mk2 (1)

Epsilon Squadron Pilot (15)

Epsilon Squadron Pilot (15)

Epsilons are more maneuverable and surviveable than academy's, inquisitor provides TLs and evades for vessery if needed and can stay back to increase his evades. Could replace the two mk2s with autothrusters on inquisitor, but I like the TIE engines to mitigate PTL strain.

gonna build a swarm leader phantom build next... that might be incredibly fun....

"Whisper" (32)
Swarm Leader (3)
Fire-Control System (2)
Agent Kallus (2)
Advanced Cloaking Device (4)

The Inquisitor (25)
Push the Limit (3)
Autothrusters (2)
TIE/v1 (1)

"Omega Leader" (21)
Juke (2)
Comm Relay (3)

Total: 100

View in Yet Another Squad Builder

13 hours ago, Wiredin said:

"Whisper" (32)
Swarm Leader (3)
Fire-Control System (2)
Agent Kallus (2)
Advanced Cloaking Device (4)

The Inquisitor (25)
Push the Limit (3)
Autothrusters (2)
TIE/v1 (1)

"Omega Leader" (21)
Juke (2)
Comm Relay (3)

Total: 100

View in Yet Another Squad Builder

As long as you're not facing higher PS, that'd be scary as hell!

Rey and A-wings

Kylo Ren and a bunch of TIEs

Party bus Bossk with some M3As

I'm pretty much grasping to make Swarm Leader work for Rebels. Maybe it's just not a great fit...

Jess Pava (25)
R2-D6 (1)
Swarm Leader (3)
Integrated Astromech (0)

Prototype Pilot (17)
Chardaan Refit (-2)

Prototype Pilot (17)
Chardaan Refit (-2)

Captain Rex (14)

Biggs Darklighter (25)
R3-A2 (2)
Integrated Astromech (0)

Total: 100

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Nope...that sucked. Maybe this?

Jess Pava (25)
R2-D6 (1)
Swarm Leader (3)
Integrated Astromech (0)

Biggs Darklighter (25)
R3-A2 (2)
Integrated Astromech (0)

Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Push the Limit (3)
A-Wing Test Pilot (0)

Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Push the Limit (3)
A-Wing Test Pilot (0)

Total: 100

View in Yet Another Squad Builder

it works @gennataos it just takes some practice flying.

Haven't tried it yet, but seems fun enough to fly. Rey with Finn and Swarm Leader seems beasty.

Rey (45)
Swarm Leader (3)
Kanan Jarrus (3)
Finn (5)
Millennium Falcon (TFA) (1)

"Zeb" Orrelios (TIE Fighter) (13)

Captain Rex (14)

Sabine Wren (TIE Fighter) (15)
Cool Hand (1)

Total: 100

View in Yet Another Squad Builder

@Wiredin - I know you kind of did this before, but can you walk through how you fly your Jess/Jukes/Jan list? I ask because the problem I have when flying Jess and the Jukes without Biggs....the Jukes get gunned down, which then weakens Jess. It's fairly common to lose one of them before any of my guys fire. That could be mitigated by not flying them in formation, flanking with the Jukes, but that weakens Jess' re-roll opportunities.

23 hours ago, gennataos said:

@Wiredin - I know you kind of did this before, but can you walk through how you fly your Jess/Jukes/Jan list? I ask because the problem I have when flying Jess and the Jukes without Biggs....the Jukes get gunned down, which then weakens Jess. It's fairly common to lose one of them before any of my guys fire. That could be mitigated by not flying them in formation, flanking with the Jukes, but that weakens Jess' re-roll opportunities.

I fly them in a very tight formation unless the enemy has multiple ways of ioning/tractor beaming/stressing me out where they can effectively shut me down in one turn. I usually arrow formation Jess and the A-wings with Jess in the lead. 2 straight for everyone with Jan doing a 2 hard to get in behind and create a diamond-ish formation. Then fly them in formation until after the initial joust. After that it's more of a situational scatter.

I find my local meta decides to either kill Jess or Jan first and leave the A-wings for last or target of opportunity.

Now... I did post in the Mynock facebook page... I pulled off the 5-dice Kyle primary attack. I also won that game. But I execute on mistakes pretty hard. :)

@gennataos with Jess, you want the close formation for the rerolls. Also, always take focus with Jess.

Edited by Wiredin

you heard about the 5 dice hawk?

ladies and gentleman... the 6 dice Hawk!

Jan Ors (25)
Trick Shot (0)
Dorsal Turret (3)
Kanan Jarrus (3)

Kyle Katarn (21)
Swarm Leader (3)
Dorsal Turret (3)
Finn (5)
Engine Upgrade (4)
Moldy Crow (3)

Prototype Pilot (17)
Chardaan Refit (-2)

Prototype Pilot (17)
Chardaan Refit (-2)

Total: 100

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Heavy Swarm:

Jess Pava - R2-D6, Swarm Leader, Integrated Astromech

Ezra Bridger (attack shuttle) - Push the Limit, Jan Ors

Zeb Orrelios (attack shuttle)

Blue Squadron Pilot - R5-D6, Integrated Astromech, Comm Relay

This is going with the theme of 3 attack power for 4 ships but I think it's also worth considering dropping Zeb down to a 15 point A-wing blocker and adding comm relay to Jess.

@Ohnoeszz this is something I would like to do... keep primaries at 3 attack across the board but still deliver a hard punch with swarm leader.

The Phantom/FO/SF build I had earlier has the potential to be that list...but it's very hard to play as they don't like flying in formation very well.

@Ohnoeszz - I'm very impressed with your SF swarm build. I've gone 2-3 with it so far and the one I lost is because I conga-bumped everyone to their doom. Compared to my rebel Jess/Green/Green/Jan build it gives a lot more options and is a bit easier to fly. I like it.

I'm trying @nitrobenz idea of using Cassian next... here's my version based on Cass. I really like the idea of using a U-wing because I really like the platform and wish it was more viable.

Cassian Andor (27)
Swarm Leader (3)
Rey (2)
Finn (5)
Engine Upgrade (4)
Pivot Wing (0)

Prototype Pilot (17)
Chardaan Refit (-2)

Prototype Pilot (17)
Chardaan Refit (-2)

Jan Ors (25)
Trick Shot (0)
Dorsal Turret (3)
Nien Nunb (1)

Total: 100

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8 dice! I wish there was room for Juke/Snap A-Wings, because I think those are the best way to run them. So I have this idea as well:

Cassian Andor (27)
Swarm Leader (3)
Rey (2)
Finn (5)
Engine Upgrade (4)
Pivot Wing (0)

"Zeb" Orrelios (TIE Fighter) (13)

Captain Rex (14)
Tactician (2)
Sabine's Masterpiece (1)

Jan Ors (25)
Trick Shot (0)
Dorsal Turret (3)
Nien Nunb (1)

Total: 100

View in Yet Another Squad Builder

The tie fighters are just a tad more durable than the A-Wings, but a lot cheaper to field and the abilities are really fun. Especially Tactician Rex.

Final Swarm Leader build tonight:

Wedge Antilles (29)
Swarm Leader (3)
R7-T1 (3)
Integrated Astromech (0)

Wes Janson (29)
Adaptability (0)
R3-A2 (2)
Integrated Astromech (0)

Ahsoka Tano (17)
Adaptability (0)
Rey (2)
Captured TIE (1)
Sabine's Masterpiece (1)

"Zeb" Orrelios (TIE Fighter) (13)

Total: 100

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I'm really starting to like the idea of using the rebel ties to fill out these Swarm Leader builds, especially if the Juke/Snap A-Wing is not available. I'll have to see how they perform in practice. Only a skill 8 Ashoka with Rey/Captured Tie. This build may be the hardest one to fly out of everyone listed, but could potentially be very dangerous. I feel it should play out like so: Slow roll and keep distance to bank up at least 2 focus tokens before the initial engagement. Preferably 3. Wedge target locks/boosts into range 1. Ashoka evades, then uses a banked focus to give Wedge a focus. Wes fires at Wedge's target and strips a token off the enemy. Wedge fires a 6 die R1 shot with target lock/focus with minus 1 agility on the target who has already lost an evade or focus token. That should hurt nicely. I'm just worried about re-positioning and the squishiness of this Swarm version compared to the others.

Have told you guys how much I love Swarm Leader?