Imperial mini swarm

By Cal1889, in X-Wing Squad Lists

Scarif Base Pilot — TIE Reaper41 Admiral Sloane10 Agent Kallus6 Ship Total: 57

"Howlrunner" — TIE Fighter40 Swarm Tactics3 Ship Total: 43

"Wampa" — TIE Fighter30 Ship Total: 30

Iden Versio — TIE Fighter40 Ship Total: 40

Del Meeko — TIE Fighter30 Ship Total: 30

My original idea for a mini-swarm. The ideas to attempt to joust with the swarm, with the reaper flanking round the side forcing the opponent to pick shooting one or the other. Howlrunners swarm tactics allows wampa to engage at I5, with Iden and Del adding to the durability of the squad.

I am looking for alternatives to this list, such as a possible crew to put on the reaper. While Sloanes 0-3 range gives her some degree of flexibility, but she isn’t able to fully separate from the swarm without making her ability pointless. Would be grateful if someone could give me their input on other crew such as a Tarkin Krennic combo or Jerjerrod, as I have absolutely no clue as to what would be the most effective. Bear in mind I don’t have a lambda in my possession, so switching shuttles is out of the question. I do have a decimator though, so I would be grateful recommendations with that regarding putting it with a mini swarm.

Edited by Cal1889

If you swap Iden for another 30 pt tie, you can bump the reaper up to Vermiel, making for a larger flanking threat.

My main concern is that I'm not convinced Sloane will pull her weight with only 4 TIE/ln wingmen, especially when you've already got Howlrunner in the pack.

The mini-swarm doesn't look bad - 4 TIE fighters, with rerolls and (hopefully) an extra attack die from Wampa, and Del/Iden providing half-decent durability.

I'd agree with taking Vermeil as a 'heavy' flanking threat. Frankly, Replacing the Scarif Base Pilot with Vermeil will (a) probably do you more good than having Sloane on the field and (b) probably make Agent Kallus a bit redundant too, so you can shop him for something scarier.

Crew upgrades

  • Jerjerrod (12)- I'm not convinced. Boost is nice, but because it's red you lock the ailerons on the reaper and the TIE fighters don't really have the blue dial to support it
  • Krennic/Tarkin (15) - it's a point cheaper, and mass target lock for your entire squad is cool....but once again, either you don't need rerolls because you have howlrunner, or you're not too bothered about rerolls because you've used up Iden's ability and are already down 1/4 of your mini-swarm. Tarkin's great when flying a loose formation with bigger guns, which you won't be doing.
  • Emperor Palpatine (13) - One force token per turn for whoever wants it. I'm not sure how good this is for a swarm, but don't knock it. It lets Howlrunner evade, in theory, meaning you've got to get through an evade token, a force token, potentially a defensive reroll and Iden's one-use 'Nope!' to kill her. It's a good, generally flexible option and Palpatine is surprisingly cheap now, letting you take a cheap modification.
  • Ciena Ree/Tactical Officer (12) - Frankly this one can get stuffed. TIE fighters don't have a great blue dial, only have barrel roll not boost, and using Ciena's ability means breaking formation which is almost always a bad thing when trying to bring a 4-ship swarm to bear. Leave her to the squints where she belongs.
  • Darth Vader (14) - A force token is nice for the reaper which will have to do red moves fairly often, but also lets you run the reaper more like it's 1.0 counterpart - you can't Jam at range 2 in arc, but using Vader's ability has much the same effect - with the extra bonus that if you catch someone at range 1 in arc, you can jam then use Vader, which is pretty much an automatic point of damage plus leaving the target tokenless for when the swarm opens fire. He's also 2 points less than Sloane/Kallus, which lets you put a tactical officer in the back seat and turn the Reaper's co-ordinate white - nice for the collision-heavy mess you often get after a swarm gets to close range and breaks formation.

Reaper Upgrades

  • Vizier (4 points) - This can also get stuffed. Yes, Iden and Howlrunner are 40 points but giving up an action on a 3-dice, medium base ship and passing it to a TIE fighter is usually the wrong choice. Spending 2 spare points on a Tactical Officer is one thing. Spending 4 on a unique pilot with no talent slot just for an ability that doesn't complement your squad and an initiative that's not high enough to matter is another.
  • Captain Feroph (6 Points) - A straight swap for Kallus, giving up a touch of damage in return for making the reaper a lot tougher. @Parakitor has been using him with strikers and pointed out an artefact of his rule that makes him really, really good; because you judge if your opponent has green tokens when modifying defence dice, if your opponent spends their focus token on the attack, or target locks you instead of focusing, in return you cannot fail to roll an evade on your single defence die. This means that unless your opponent is going to withhold spending green tokens on your attack, Feroph essentially has what's nearly an action-free 360' reinforce token.
  • Major Vermeil (8 points) - you can just field Sloane and Vermeil in the list above - you'd have to drop a lot of stuff to fit him in (kallus and swarm tactics) - but note that his ability really wants Vader to clear tokens. If you can get a range 1 shot where you can jam instead of focusing, he's brutal, though, especially since you save a point you can spend on giving him Crack Shot or Ruthlessness to amp up his threat level further.
Edited by Magnus Grendel