Krennic's Swarm

By fingerzz, in X-Wing Squad Lists

Hi,

I wanna share the build I did for Swarm with Krennic.

Here's the squad:

"Howlrunner" (40)
Swarm Tactics (3)

Del Meeko (30)
Crack Shot (1)

Black Squadron Ace (26)

Academy Pilot (23)

Academy Pilot (23)

"Vizier" (45)
Director Krennic (5)
Stealth Device (*)

Total: 200

View in Yet Another Squad Builder 2.0

Any suggestions to this build?

Seems fine, but howlrunner is seriously vulnerable

1 minute ago, Roller of blanks said:

Seems fine, but howlrunner is seriously vulnerable

What you would recommend? More T/F's?

Maybe drop the black squad pilot, and use the points for elusive?

2 hours ago, fingerzz said:

Any suggestions to this build?

  • Vizier
    • Krennic wants his ship to be target locking....which requires your action.
    • If you're target locking, you're not co-ordinating, because using Vizier's ability means you skip your 'normal' action.
    • If you're not co-ordinating, Vizier doesn't really give you much benefit over a regular Scarif Base Pilot.
    • Whilst stealth device is cheap on an agility 1 target, its value is directly proportionate to how many evades you get from that die - which is dependent on:
      • whether you'll be able to roll it more than once (which requires you to completely dodge attacks, unlikely with only 2 green dice)
      • how reliably you can get an evade result out of it (i.e. whether you have elusive/lone wolf/del meeko rerolls, evade tokens, or other green die modifying abilities), which if you're not focusing or evading is not all that likely
      • I'd stick with the (cheaper!) hull upgrade, which you know will eat at least one damage.
  • Howlrunner
    • Swarm Tactics isn't a bad choice. It does leave her fragile if you don't take elusive or have Iden Versio to hand, but she is, ultimately, only the price of a rookie X-wing, and making someone scary fire at initiative 5 is worth the risk. The big question is....do you have anyone that scary? Vizier has the only 3-dice attack in the squad.
  • Black Squadron Ace
    • Initiative 3 is a nice-to-have but it's still not going to outclass most unique aces; personally I'd stick to academy pilots unless you're going to shell out for a talent upgrade, even if it's just Ruthless. Fielding 'just' an academy pilot won't cost you that much tactical ability and will save you 3 points.
    • Moving first is sometimes nice, too - especially for blockers.
  • Del Meeko
    • Del's a nice pilot. He works best paired with Seyn, but even solo, if you can stick a single damage card on a big ship (say a decimator, ghost or falcon) then you've got several turns of a 'cheap' defence reroll whenever that ship shoots.
    • Crack Shot....isn't so great. Because it's nailed to bullseye arc, and because you're probably in a tight 'block' of TIE fighters around howlrunner to get your reroll to hit, actually lining up the narrow bullseye is a problem because you often can't take exactly the move you want as either howlrunner or one of the academy pilots will be in the way.

Suggestions:

  • Swap Howlrunner's Swarm Tactics to Elusive (a free swap)
  • Ditch Del Meeko's Crack Shot (-1 point)
  • Downgrade Stealth Device to Hull Upgrade (-1 point)
  • Downgrade Black Squadron Ace to Academy Pilot (-3 points)
  • Downgrade Vizier to Scarif Base Pilot (-4 points)

That's netting you 9 points - almost enough to give the striker Grand Moff Tarkin for free target locks for everyone, or to upgrade academy pilots to a much more capable unique pilots like Wampa.

How does Krennic take target locks on a ship that doesnt have that action as an option? Does he natively give ships target lock if he is on it?

figured it out

Edited by carthwolf