The S/F Swarm

By wurms, in X-Wing Squad Lists

"Quickdraw" (45)
Fanatical (2)
Targeting Synchronizer (5)

Zeta Squadron Survivor (34)
Homing Missiles (3)

Zeta Squadron Survivor (34)
Homing Missiles (3)

Zeta Squadron Survivor (34)
Homing Missiles (3)

Zeta Squadron Survivor (34)
Homing Missiles (3)

Total: 200

View in Yet Another Squad Builder 2.0

I6 lock with 4 homing missiles. Its 4 instant damage, cause nobody is gonna take 4 dice shots, plus probably two more attacks from them wanting to drop Quickdraw. Next round its another 4 instant damage with the ability to just turn away and poop out homing missiles again. In many games, 8 dmg in two rounds is unheard of. With 8 arcs to fire from, suppernatty kylo could have a hard time dodging them. Just 3 dmg on kylo puts you up 45+pts. Soontir drops pretty quickly here. Beefy lists are obviously the problem like triple/quad T70s, jonus bombers, and alphas taking out QD before Zetas fire first round. I love the Tie S/F and will have to give this a go. 30hp and 10 arcs.

This looks pretty slick. It's got the health the arcs and gets around the 2 primary so well I think this is pretty lethal against arc dodgers.

I think I like this one better

"Null" (31)
Swarm Tactics (3)
Targeting Synchronizer (5)
Shield Upgrade (8)

Omega Squadron Expert (36)
Swarm Tactics (3)
Hotshot Gunner (7)
Cluster Missiles (5)

Omega Squadron Expert (36)
Swarm Tactics (3)
Hotshot Gunner (7)
Cluster Missiles (5)

Omega Squadron Expert (36)
Swarm Tactics (3)
Hotshot Gunner (7)
Cluster Missiles (5)

Total: 200

View in Yet Another Squad Builder 2.0

I am looking to try this soon:

(45) "Quickdraw"
(10) Special Forces Gunner
(4) Juke
Points 59

(36) Omega Squadron Expert
(10) Special Forces Gunner
(1) Crack Shot
Points 47

(36) Omega Squadron Expert
(10) Special Forces Gunner
(1) Crack Shot
Points 47

(36) Omega Squadron Expert
(10) Special Forces Gunner
(1) Crack Shot
Points 47

Total points: 200

19 hours ago, wurms said:

"Quickdraw" (45)
Fanatical (2)
Targeting Synchronizer (5)

Zeta Squadron Survivor (34)
Homing Missiles (3)

Zeta Squadron Survivor (34)
Homing Missiles (3)

Zeta Squadron Survivor (34)
Homing Missiles (3)

Zeta Squadron Survivor (34)
Homing Missiles (3)

Total: 200

It does obviously leave you vulnerable to Quickdraw getting 'sniped' - but as you note, most lists which can do that, you can probably afford to fight 'normally' and just use the Zetas as a heavy swarm engaging head-on, and Fanatical means that you can probably afford to evade with Quickdraw if you're worried.

4 damage isn't that hard for a 5-ship heavy swarm to deliver, but it's really hard to deliver that much punch at range 3, which this list reliably can .

I think there's a real argument for non-specfor gunner TIE/sf - being able to pack 5 with missiles gives you a first order equivalent of 5 strikers, khiraxz or equivalent.

Cluster Missiles are another one leting you pack 3-dice attacks, front or back, at range 2, and with 4 charges to burn it should last enough of the game to do you proud.

12 hours ago, Pewpewpew BOOM said:

(45) "Quickdraw"
(10) Special Forces Gunner
(4) Juke
Points 59

(36) Omega Squadron Expert
(10) Special Forces Gunner
(1) Crack Shot
Points 47

(36) Omega Squadron Expert
(10) Special Forces Gunner
(1) Crack Shot
Points 47

(36) Omega Squadron Expert
(10) Special Forces Gunner
(1) Crack Shot
Points 47

13 hours ago, prauxim said:

"Null" (31)
Swarm Tactics (3)
Targeting Synchronizer (5)
Shield Upgrade (8)

Omega Squadron Expert (36)
Swarm Tactics (3)
Hotshot Gunner (7)
Cluster Missiles (5)

Omega Squadron Expert (36)
Swarm Tactics (3)
Hotshot Gunner (7)
Cluster Missiles (5)

Omega Squadron Expert (36)
Swarm Tactics (3)
Hotshot Gunner (7)
Cluster Missiles (5)

Total: 200

My concern is that you don't need 3 hotshot gunners - although it does avoid worrying who has the first shot - but the ability to use a hotshot gunner with cluster missiles is a very nice benefit of the Heavy Weapon Turret rule. One combination that someone mentioned was Hotshot Gunner on one /sf and Juke on his friends; following up token-stripping attacks with Juke is extremely potent, even with relatively weak attacks.

Well dang Magnus, 5 zetas with concs never occured to me... That would be a hoot

10 hours ago, Greebwahn said:

Well dang Magnus, 5 zetas with concs never occured to me... That would be a hoot

Indeed. You'll have the problem of getting locks if you're trying to open the ball with range 3 shots, but the ability to lock/rotate, overfly someone and keep pelting them with missiles could be nice.

The concussion effect needs a bit of careful management but repeatedly hammering a large ship with concussion missiles could inflict a lot of criticals very quickly - I remember seeing Mangler Cannon Heavy Scyk mobs in 1.0 enough to know it can put down a lot of hurt very quickly. Concussions aren't quite as good as the Proton Torpedo's auto-critical ability but with 5 missiles raining in every turn, it's close enough...

Alternatively, Ion Missiles could prove very annoying. Limited to 1 damage, but equipping a couple of ships with Ion Missiles instead saves a few points and gives some nice control options.

5 hours ago, Magnus Grendel said:

Alternatively, Ion Missiles could prove very annoying. Limited to 1 damage, but equipping a couple of ships with Ion Missiles instead saves a few points and gives some nice control options.

Here's where it's mildly annoying the conversion kit only included 4x Omega Expert pilots, since there aren't any 2 point upgrades worth taking on a Zeta... Munitions Failsafe?

29 minutes ago, theBitterFig said:

Here's where it's mildly annoying the conversion kit only included 4x Omega Expert pilots, since there aren't any 2 point upgrades worth taking on a Zeta... Munitions Failsafe?

Wow. I didn't even remember that was still a thing.

Given that missiles have multiple charges as standard, and you have to 'abort' the attack before spending a target lock, if anything it's gotten even worse than it was, and it wasn't great to begin with.

It might not be a bad plan for a missile-armed /sf, though - if those 3-4 missile charges are your 'primary weapon', then if you know you've got 0-1 hits without spending the lock, keeping the charge for next turn might be worth it. Certainly it's a reasonable consideration for cluster missile armed fighters; since the bonus attack will probably be unmodified, being able to throw three dice out there but being able to fold and keep the charge if you don't have a realistic chance of hitting makes clusters' bonus attack a much more realistic weapon.

9 minutes ago, Magnus Grendel said:

Wow. I didn't even remember that was still a thing.

Given that missiles have multiple charges as standard, and you have to 'abort' the attack before spending a target lock, if anything it's gotten even worse than it was, and it wasn't great to begin with.

It might not be a bad plan for a missile-armed /sf, though - if those 3-4 missile charges are your 'primary weapon', then if you know you've got 0-1 hits without spending the lock, keeping the charge for next turn might be worth it. Certainly it's a reasonable consideration for cluster missile armed fighters; since the bonus attack will probably be unmodified, being able to throw three dice out there but being able to fold and keep the charge if you don't have a realistic chance of hitting makes clusters' bonus attack a much more realistic weapon.

My first thought on Failsafe is that it really shouldn't be a 2 point upgrade. 1 is fine (since I'm philosophically opposed 0-point upgrades except some configurations or titles).

My issue is that Failsafe/Ion Zetas just seem worse than Ion Omegas would be. I'd rather have that extra Init, for a better chance to get Locks on the approach. If you could afford MFail with some sort of actual-damage missile, I'd be more tempted by it. Like if MFail was 1 point, I'd consider it with Cluster, or maybe in a world where MFail gets reduced to 1 point, Concussion Missiles have also gone down to 5 points.

24 minutes ago, theBitterFig said:

My first thought on Failsafe is that it really shouldn't be a 2 point upgrade. 1 is fine (since I'm philosophically opposed 0-point upgrades except some configurations or titles).

My issue is that Failsafe/Ion Zetas just seem worse than Ion Omegas would be. I'd rather have that extra Init, for a better chance to get Locks on the approach. If you could afford MFail with some sort of actual-damage missile, I'd be more tempted by it. Like if MFail was 1 point, I'd consider it with Cluster, or maybe in a world where MFail gets reduced to 1 point, Concussion Missiles have also gone down to 5 points.

Might be worth it in some sort of mix-and-match loadout force. 2 x Zeta Survivors with Ion Missiles, and 3 x Zeta Survivors with Cluster Missiles and Munitions Failsafes, for example.

I like this Cluster Failsafe idea a lot, been experimenting with a couple of cheap as chips Omegas. Fanatical + Optics is a great 6pt.

But 7pt is a lot for that missile attack. 6pt for Concussion Failsafe feels fair. 8pt, as is, is laughable next to Barrage and Pro Torps.

I'm not particularly comfortable with the TL requirement on missiles tbh. The SF seems so squishy now, I'd rather be permanently focused. If you don't need to defend with it, Optics, and disturbingly soon after, Fanatical, give a very reliable 2 hits. At that point, you're also free to defend with the token.

A higher Init lock carrier alleviates a lot of that but it feels very eggs -> one basket.

I was trying 2 of the above with Trick Torp Blackout and SL Null. Was pretty fun, the SFs seemed easily the most value for money.

In fact, I was surprised by the comparison to the RZ-2. Been flying against 3 of my friends recently, (not with FO). I think the extra points you pay for a Fanatically Optic Omega, compared to a Trick Hero Green, gets you a **** of a lot.

Edited by Cuz05
21 minutes ago, Cuz05 said:

6pt for Concussion Failsafe feels fair. 8pt, as is, is laughable next to Barrage and Pro Torps.

Agreed. Thing is, missiles have extra charges anyway compared to torpedoes, so 'saving' the charge from a wasted attack means less.

Cluster missiles emptying the magazines with a will can drain its ammo reserves in 2 engagements, including 2 probably unmodified attacks. I think the failsafe is decent insurance there.

23 minutes ago, Cuz05 said:

I'm not particularly comfortable with the TL requirement on missiles tbh. The SF seems so squishy now, I'd rather be permanently focused.

I know. That is an issue; you're not as squishy as a TIE/x1 but you're not that much better - locking instead of focusing does leave you vulnerable.

24 minutes ago, Cuz05 said:

If you don't need to defend with it, Optics, and disturbingly soon after, Fanatical, give a very reliable 2 hits. At that point, you're also free to defend with the token.

Once fanatical is triggering, you also have the option to evade for more reliable defence. But I agree fanatical/optics is pretty close to 2 guaranteed hits - needing double blank to fail at that. It's just a shame that an SF with that loadout costs 42 points - slightly too much to pack in a swarm. You could equip them with Hotshot Gunners, I guess? Hull upgrades might work too (gives you an extra hit after fanatical switches on) plus homing missiles, to give you something to throw at 3-4 agility ships which will laugh at 2-dice attacks no matter how well modified (TIE/x7 defenders on Full Throttle spring to mind)

29 minutes ago, Magnus Grendel said:

homing missiles, to give you something to throw at 3-4 agility ships which will laugh at 2-dice attacks no matter how well modified (TIE/x7 defenders on Full Throttle spring to mind)

I particularly like this idea, for that exact reason. Being able to freely flip the arc and lock on a slow follow through gives it extra utility with a missile. But I'm not sure If want to do that against a Defender... :D

Still, the 3pts is a lot more palatable.

But you're right, it becomes tricky when attempting a mini swarm. They're good value at that price but they need something a bit more heavy hitting alongside.

The list also has 0 red actions. 😁

QuickDraw - Elusive, Advanced Sensors, SF Gunner

Midnight

Null

TN-3465

Epsilon Squadron Cadet

(200)

Anyone think this could be viable?

TIE/sf Fighter - Zeta Squadron Survivor - 41
Zeta Squadron Survivor - (34)
Proton Rockets (7)

TIE/sf Fighter - Zeta Squadron Survivor - 41
Zeta Squadron Survivor - (34)
Proton Rockets (7)

TIE/sf Fighter - Zeta Squadron Survivor - 41
Zeta Squadron Survivor - (34)
Proton Rockets (7)

Upsilon -class Shuttle - •Petty Officer Thanisson - 75
•Petty Officer Thanisson - Alert Flight Controller (60)
•General Hux (10)
•Captain Phasma (5)

Total: 198/200

View in the X-Wing Squad Builder

I think as long as you control range and get into range 1-2 for those proton rockets you could take a ship off the board early. Use hux on the zetas for focus/evade or whatever you choose. Then have the upsilon help control the rest by giving out stress from phasma.

Probably not meta but looks fun

Edited by Gokuja04

I think getting a boresight despite low(ish) initiative is surprisingly easy with massed proton rockets; dodging all the bullseyes is hard and it only takes one 5-dice attack to land serious hurt.

I also think getting enough seperate bulleyes on the same target to kill a ship in one pass is unlikely.

It's annoying that a proton rocket Zeta is 41 points - 5 might be quite a nice squad.

I'm not sure on this list. The thing is, using Hux stresses the entire squad - and before the /sf moves, locking them to their (surprisingly shoddy) blue dial.

Getting focus/lock attacks is nice, but I think it's better used with an easier-to-line-up forward arc missile or specfor gunner.

I ran Null, QD, & 2 Omega Experts tonight and enjoyed it.

Here is what I learned:

9 hours ago, Magnus Grendel said:

I think getting a boresight despite low(ish) initiative is surprisingly easy with massed proton rockets; dodging all the bullseyes is hard and it only takes one 5-dice attack to land serious hurt.

I also think getting enough seperate bulleyes on the same target to kill a ship in one pass is unlikely.

It's annoying that a proton rocket Zeta is 41 points - 5 might be quite a nice squad.

I'm not sure on this list. The thing is, using Hux stresses the entire squad - and before the /sf moves, locking them to their (surprisingly shoddy) blue dial.

Getting focus/lock attacks is nice, but I think it's better used with an easier-to-line-up forward arc missile or specfor gunner.

Yea you are probably right. With hux though you don't have to dial a blue manuever in on the sf's if you know a 3 bank or something is better. You already have the focus. Though getting 2 actions is preferable

I wish Hux only stressed the upsilon. Id be ok making him cost more if it meant the ships being coordinated don't get stressed

20 hours ago, Gokuja04 said:

I wish Hux only stressed the upsilon. Id be ok making him cost more if it meant the ships being coordinated don't get stressed

I suspect he may be best used with the Silencer test pilots (i.e. any "Not Kylo Ren") - named or otherwise. They can equip primed thrusters to roll or boost when stressed, pack torpedoes so simultaneous focus/lock REALLY hurts, have the green dice to shunk off the stress after, and agility 3 so defensive focus is worth more. Plus you can probably get 2 of them plus hux's transport.

What do you think avout this? I trid 2 times respetively against han/poe and a 3 I4 x wing +1 I4 a wing and had bad luck. Should i leave the idea or try a little more?

**Zeta Squadron Survivor (34)**

* Pattern Analyzer (5)*
* Special Forces Gunner (10)*
 *Ship total: (49)*

**Zeta Squadron Survivor (34)**

* Pattern Analyzer (5)*
* Special Forces Gunner (10)*
 *Ship total: (49)*

**Zeta Squadron Survivor (34)**

* Pattern Analyzer (5)*
* Special Forces Gunner (10)*
 *Ship total: (49)*

**Zeta Squadron Survivor (34)**

* Pattern Analyzer (5)*
* Special Forces Gunner (10)*
 *Ship total: (49)*

**Total:** *196*

13 hours ago, Manolox said:

What do you think avout this? I trid 2 times respetively against han/poe and a 3 I4 x wing +1 I4 a wing and had bad luck. Should i leave the idea or try a little more?

**Zeta Squadron Survivor (34)**

* Pattern Analyzer (5)*
* Special Forces Gunner (10)*
 *Ship total: (49)*

**Zeta Squadron Survivor (34)**

* Pattern Analyzer (5)*
* Special Forces Gunner (10)*
 *Ship total: (49)*

**Zeta Squadron Survivor (34)**

* Pattern Analyzer (5)*
* Special Forces Gunner (10)*
 *Ship total: (49)*

**Zeta Squadron Survivor (34)**

* Pattern Analyzer (5)*
* Special Forces Gunner (10)*
 *Ship total: (49)*

**Total:** *196*

Homing missiles. My bro did Quickdraw and 3 omegas with homing missiles against my Han Poe Lulo list. Lulo was ****** the entire game with 6 arcs with homing missiles. Poe had 1 hull left and there were still two omegas with homing missiles. Poe didnt live. Homing missiles on SFs are nasty when swarmed.

Edited by wurms

Jumping on this thread following the redirect Wurms.

I can definitely see the potential of the homing missile on the SF. My personal preference is to have aces to play with as well though so I was wondering whether 3 homing missiles is enough?

The squad I posted in the other thread is as follows;

quickdraw, Backdraft and PS2 SF with fanatical midnight and targeting synchroniser.

All the SFs have homing missiles, gunner on QD and you still have some points for upgrades.

I6 TS Midnight should be useful to target lock with good board knowledge to set up the strike, and the aces all have good options in the late game.

I suppose my thought is whether the strength of this style of list is in the numbers.

22 hours ago, Smudger13 said:

can definitely see the potential of the homing missile on the SF. My personal preference is to have aces to play with as well though so I was wondering whether 3 homing missiles is enough?

Enough to kill a target in the opening engagement? No.

Enough that your opponent can't blithely afford to take 1 damage each time? Definitely.

Quickdraw arguably doesn't need them but she's not exactly breaking the bank, and those three missiles make the other TIE/sf capable of knocking holes in highly elusive targets at range 3.