Boy the TIEs are as thick as flies. But yes, lets go ahead and talk about TIE Swarms. Now for the record a true swarm is a list that composes of 7 ships or more (8 being the max in standard). So as for now we have 3 factions that can build a swarm list and it is out of ties. Galactic Empire, 1st Order and now the Scum has their own TIE Swarm. Lets take a look at all three.
Galactic Empire
The Original Swarm, this list was the undisputed ruler with their leader Howlrunner, who was able to make their rather modest 2 firepower attack deadly accurate. Granted Howlrunner was so expensive you could only run 7 TIEs but it was enough to take worlds. After swarms were getting eaten up there was a change in the variant into a 8 ship of 4 humble academy pilots and 4 Black Squadron Pilots with the EPT Crack Shot thus dubbed the Crack Swarm. The upgrade gave the ability to cut through high damage preventing defense caused by green dice and evade tokens often stripping away a token just by threat of damage if they did not making the target softer for getting pelted by the Academy pilots. Now crack shot has been nerfed requiring that elusive bullseye arc, Howlrunner swarm seems to be the type of swarm to go with. Add in more leader abilities like coordinate the old howlrunner swarm is more flexible than its 1st edition incarnation.
1stOrder
In 1st edition you couldn't make a true swarm list as the TIE/FO was 15 points leaving room for only 6 in a 100 point squadron. Now with the faction split and TIE/FO starting at 28 you can have 7 in a list. However they don't really have any pivotal pilots like Howlrunner. Having an extra shield, an improved dial, and the target lock action (in addition to the 1stOrder tech slot) it has been question about its value in comparision with the cheaper TIE/lns. There are some pilots like Null which is a PS7 until it gets damaged then drops to the opoosite end as a PS0. Giving it Swarm Tactics could be a boost but it comes with 2 problems, One is that after 2 hits the upgrade becomes useless, and 2 is that given the TIE/FO's increased cost you will drop down to a 6 ship list. 4 points is not a lot to play around with.
Scum & Villainy
The Big ships faction of 1st edition becomes the Swarm Faction of 2nd edition. At wave 3 they will have access to 2 ships starting between 23-28 points not to forget their one additional ship that comes in a larger expansion. However as that ship has all 4 pilots unique, and the Z-95 won't be out until next wave (and that the topic of this thread is TIE Swarm) the Mining Guild TIE is S&V's own Swarm style fighter. Like the 1st Order they have a higher starting cost per ship at a 25 points (2 more than the TIE/ln) and like the 1stOrder they don't have any ship that could act as howlrunner. However they can field up to 8 TIEs and these ties come with a ship ability that allows them to move through asteroids. Now only if you can bring an asteroid swarm with them. Still the Surveyor with Trick Shot brings it to 26 points per ship giving you a tricky little ship that can trhow 3 red dice from inside an asteroid field smack dab in the center.
So what do you think about TIE Swarms. What do you think their place in the meta would be and what are the best Swarm Strategies and counter swarm strategies? Do you have any ideas for lists that contain at the very least 6 ships (any 5 ship list will be thrown in a trash compactor
)?