As most of you already know, FFG Squad Builder offers several rulesets for squad building, including Second Edition (only the re-released expansions are available) and Extended (all ships and cards from conversion kits are available).
In my (very limited) experience with 2.0, the Elite Tie-Swarm (Howl, Iden and 4 more elite Ties, usually with a few cheap Talents) seems to be super strong , and very hard to beat, especially in the joust.
Moreover, under the Second Edition ruleset, some of the best counters to the Tie Swarm (like TrajSim Proton Bombs) will not be available, so I think it's fair to assume that a Tie Swarm will be one of the top squads to beat, and a frequent sight in the early 2.0 "Second Edition ruleset" meta.
So what do you think is the best way to counter the Elite Tie Swarm for each of the factions? (under Second Edition rules)
My 2c for this conversation:
- Empire has a decent arc-dodging ace in Supernatural Vader, and can always opt to "fight fire with fire" and bring a Tie Swarm of their own
- Scum have Boba (who is reasonably durable with reinforce and/or re-rolls) and Fenn (who can throw 5 dice at R1) but need to play a perfect game to have a chance of winning (Boba can survive 1 round of full swarm firepower. Fenn probably can't)
- Rebels seem to have the least options available. Supernatural Luke with his ability (and possibly regen) is reasonably tanky vs Tie Swarm, but pretty much anything else will simply disintegrate if caught in the arcs of a Tie Swarm.
So long story short, it seems that we're left with "bring an arc-dodging ace (or two), and hope you don't make mistakes". Or I am missing something?
Please discuss!