Vulture Swarms - How to fly them?

By BoskiChe, in X-Wing Squad Lists

A couple of days ago I've flown a Vulture Swarm agains 4 Phantom list (a toned down version with two naked and 2 Outmanuever ones).

Wat Tambor (43)
Treacherous (3)
Kraken (10)

Trade Federation Drone (20)
Energy-Shell Charges (4)

Trade Federation Drone (20)
Energy-Shell Charges (4)

Trade Federation Drone (20)
Energy-Shell Charges (4)

Trade Federation Drone (20)
Energy-Shell Charges (4)

Trade Federation Drone (20)
Energy-Shell Charges (4)

Trade Federation Drone (20)
Energy-Shell Charges (4)
Total: 200

My list was very simple in design and proved to be quite effective. But I don't want to focus on a list itself as Vulture Swarms are very similar to each other. I had an observation that when deploying my swarm is beneficial to choose 1 corner (or at least a side of board) and dedicate yourself to it. I try to maneuver in a way that I have a board edge shielding me from being flanked. Then the initial engagement happens more or less on my terms. However then I have a problem. Vultures are highly dependent on Calculate tokens to achieve anything or simply to survive. They lack a long K-Turn. Any stress cripples them. Why it is important? After initial joust the swarm after killing its target is left out of position, susceptible for being shot from behind with impunity. The question for the audience how to fly it effectively after the initial engagement? Split into 2-3 ship groups, turn and soak up casualties, maybe run away using 5 forward and after a couple of turns turn to face enemy? The army composition dictates options, as mine relies on Calculates more. If I would have a build on Homing Missiles or Clusters and had locks put on ships, I would have had an opportunity to turn soak up damage and then to fire back. What are Your comments here?

P.S.

The game was a nail bitter. We went well over 75 minutes to finish it with the store closing. I had a half vulture left and my opponent had 1 Phantom on 2 health left. It could have gone both ways (quicker imperial victory or CIS trymph) with a couple of rolls being different. This means that such approach has a bit of potential, maybe not to be a new Meta but to be a playable concept.

I've flown a similar list:

Feethan Ottraw Autopilot (37)
Soulless One (10)
K2-B4 (5)

Trade Federation Drone (20)
Energy-Shell Charges (4)

Trade Federation Drone (20)
Energy-Shell Charges (4)

Trade Federation Drone (20)
Energy-Shell Charges (4)

Trade Federation Drone (20)
Energy-Shell Charges (4)

Trade Federation Drone (20)
Energy-Shell Charges (4)

Trade Federation Drone (20)
Energy-Shell Charges (4)
Total: 196

I've found a similar problem, the initial engagement and then second round of shooting goes in my favour (I've found that despite kraken's advantages, K2-B4 prevents any more than one vulture going down in a round and that's if they concentrate fire) but after that turning round is the big problem. I've found that if your swarm can k turn or tallon roll then they should do it, this may increase casualties for a round but the vultures don't want to be stuck in a prolonged battle, running way will only get them killed off slowly as your chased down. that being said the mix of 2 blue hard turn and barrel role into linked calculate makes them incredibly manoeuvrable and able to turn around fast while still having tokens. A way to help this I found is using the new gas clouds, you may lose an action on one or 2 of the droids but it'll prevent damage form obstacles and make the swarms manoeuvring easier.

I'd also consider using munitions Fail-safe, I'm still on the fence about it but I feel that with the energy shell charges there is a good chance that a few of the shots will only role 1 maybe 2 focus results and if this is the case it is normally better to save the missile for later and the calculate for another shot form another vulture

I'm also hope that the Hyena Bomber will be able to take the tactical relay as it is coming with one of the cards, if it does then I'm guessing it'll be around 27 points for the cheapest one, as the vulture droid is 3 points less than the tie fighter and this would make it 3 points less than the tie bomber however im probbly just being too hopeful, but if this the case I could fit another drone into my swarm:

Hyena Bomber (PS1) (27?)
K2-B4 (5)

Trade Federation Drone (20)
Energy-Shell Charges (4)

Trade Federation Drone (20)
Energy-Shell Charges (4)

Trade Federation Drone (20)
Energy-Shell Charges (4)

Trade Federation Drone (20)
Energy-Shell Charges (4)

Trade Federation Drone (20)
Energy-Shell Charges (4)

Trade Federation Drone (20)
Energy-Shell Charges (4)

Trade Federation Drone (20)
Energy-Shell Charges (4)
Total: 200

On 4/18/2019 at 2:43 PM, Watcher42 said:

I'm also hope that the Hyena Bomber will be able to take the tactical relay as it is coming with one of the cards, if it does then I'm guessing it'll be around 27 points for the cheapest one, as the vulture droid is 3 points less than the tie fighter and this would make it 3 points less than the tie bomber however im probbly just being too hopeful, but if this the case I could fit another drone into my swarm:

The lone vulture also comes with a relay, so this is not a positive sign. Besides if Hyena has relay slot, what is a point of Belzebub?

On 4/18/2019 at 2:43 PM, Watcher42 said:

I've found a similar problem, the initial engagement and then second round of shooting goes in my favour (I've found that despite kraken's advantages, K2-B4 prevents any more than one vulture going down in a round and that's if they concentrate fire) but after that turning round is the big problem. I've found that if your swarm can k turn or tallon roll then they should do it, this may increase casualties for a round but the vultures don't want to be stuck in a prolonged battle, running way will only get them killed off slowly as your chased down. that being said the mix of 2 blue hard turn and barrel role into linked calculate makes them incredibly manoeuvrable and able to turn around fast while still having tokens. A way to help this I found is using the new gas clouds, you may lose an action on one or 2 of the droids but it'll prevent damage form obstacles and make the swarms manoeuvring easier.

Actuall Kraken can help a bit in turning back. It is not ideal. Picking the right relay is the other discussion, but as for now Kraken and K2-B4 are the ones worth taking. I like the idea with 2 hard combined with calculata and barrell rolll. Nice trick :)

On 4/18/2019 at 2:43 PM, Watcher42 said:

I'd also consider using munitions Fail-safe, I'm still on the fence about it but I feel that with the energy shell charges there is a good chance that a few of the shots will only role 1 maybe 2 focus results and if this is the case it is normally better to save the missile for later and the calculate for another shot form another vulture

Actually it is not a bad idea on 1 charge ordnance.

Thank You for Your comments.

I've flown the same list with a lot of success. If you can disengage without getting shot too badly, it's often a good option. However personally I usually try to set up so that I can try to get arcs on target the following round as well, because it's often hard to disengage safely. But again, if you are able to, disengaging is the better option in a lot of scenarios.

What I found works well is offsetting the formation in the first engagement, for instance you 2 bank left and barrel roll right and link to calculate with the rightmost section of a block formation if you're flying right side and engaging an enemy coming in left. This gives you the opportunity to 2 turn and possibly using reposition again to have arcs on the enemy.

Ideally then your other ships will have calculates from kraken and can 2 talon or 1 k, or set up blocks with 2 straights/banks.

Creative use of kraken and self bumping can be huge as well; depending on your formation you can almost be stationary with a section of your swarm while staying modded.

I think one of the most important aspects of flying vultures is using the barrel roll into calculate once you get used to no blue banks. Also when using kraken, choosing which ships to borrow calculates from is important for planning your next turn.

Ive found it useful to k turn/talon roll with some, while 2 turning and barrel rolling with others to share calculates. Takes an extra round to have them all pointing the same way, but a calculate or 3 for an actionless vulture to grab was often worth it.

On 4/18/2019 at 1:43 PM, Watcher42 said:

I'm also hope that the Hyena Bomber will be able to take the tactical relay as it is coming with one of the cards, if it does then I'm guessing it'll be around 27 points for the cheapest one, as the vulture droid is 3 points less than the tie fighter and this would make it 3 points less than the tie bomber however im probbly just being too hopeful, but if this the case I could fit another drone into my swarm:

The main impact of Hyenas on the meta (I think) will be their ability to carry the DRK-1s. A Trade Federation Drone with Homing Missiles is 25 points, if you can fit six of them with a Hyena, all with Homing Missiles and the ability to get locks from range, that’s 7 guaranteed damage in the first engagement. That’s enough to kill or cripple most ships.

Right to the point. Unfortunately the chance for Hyena to carry Tactical Relay is very slim:( however these are not essential for a Homing Missile build.

On 4/19/2019 at 5:11 PM, BoskiChe said:

The lone vulture also comes with a relay, so this is not a positive sign. Besides if Hyena has relay slot, what is a point of Belzebub?

The standalone vulture pack doesn't come with a relay.

You are right. K2-B4 came with Infiltrator. Hmm if this is the case then, Hyena would substitute Belzebub if it has access to Tactical Relays.

On 4/21/2019 at 4:53 PM, BoskiChe said:

Right to the point. Unfortunately the chance for Hyena to carry Tactical Relay is very slim:( however these are not essential for a Homing Missile build.

It seems likely that the Hyena will be able to carry a Relay, given that it does come with one, and in both Servants of Strife and the Sith Infiltrator, the ship was also able to carry the relay(s) it included. This is going to be particularly valuable, because the Hyena can also benefit from Networked Calculations.

On 4/20/2019 at 10:29 AM, Tk421doyouloveme said:

I've flown the same list with a lot of success. If you can disengage without getting shot too badly, it's often a good option. However personally I usually try to set up so that I can try to get arcs on target the following round as well, because it's often hard to disengage safely. But again, if you are able to, disengaging is the better option in a lot of scenarios.

What I found works well is offsetting the formation in the first engagement, for instance you 2 bank left and barrel roll right and link to calculate with the rightmost section of a block formation if you're flying right side and engaging an enemy coming in left. This gives you the opportunity to 2 turn and possibly using reposition again to have arcs on the enemy.

Ideally then your other ships will have calculates from kraken and can 2 talon or 1 k, or set up blocks with 2 straights/banks.

Creative use of kraken and self bumping can be huge as well; depending on your formation you can almost be stationary with a section of your swarm while staying modded.

I think one of the most important aspects of flying vultures is using the barrel roll into calculate once you get used to no blue banks. Also when using kraken, choosing which ships to borrow calculates from is important for planning your next turn.

Although I don't have enough Vultures to fly a full swarm, a lot of these points are nicely-put. What I have found works with the Vultures I do have is to separate them into smaller groups. With a full swarm, you can have two groups that can engage en masse and then split into flankers that can each focus-fire. That would be my tactic. That way, one group can reposition while the other focus-fires. Of course, this is all theoretical; as I said, I can't fly full swarms, but I can theorize about them.

5 hours ago, feltipern1 said:

Although I don't have enough Vultures to fly a full swarm, a lot of these points are nicely-put. What I have found works with the Vultures I do have is to separate them into smaller groups. With a full swarm, you can have two groups that can engage en masse and then split into flankers that can each focus-fire. That would be my tactic. That way, one group can reposition while the other focus-fires. Of course, this is all theoretical; as I said, I can't fly full swarms, but I can theorize about them.

In my experience you can't really plan the flying beforehand in that much detail, but you're right that splitting up into smaller groups is a great option. This is not very efficient with a tie swarm, and one of several aspects where the two archetypes differ.

The more I fly them, the more I realize that the skill ceiling is much higher than I initially thought, especially with kraken. There are situations where they can be extremely efficient even when not flying together. Yesterday I managed to shoot esc, disengage, reload, 1k and fire again with my remaining damaged 3 droids in 2 turns because of kraken on Maul just within range, which won me the game. The way they spread out in different directions, turned and then moved back again closing in was the most satisfying move I've done in a long time in xwing.

Droids are so much fun!

Edited by Tk421doyouloveme

In short, the energy shell charge is crap. In order for round 2 to go in your favor the initial needs to be better. Cluster Missiles, no reload required. Twice as many shots in round 1 if you face a swarm, less opponents shooting at you if they space them out. Try clusters if you have not.

12 hours ago, Zeke M said:

In short, the energy shell charge is crap. In order for round 2 to go in your favor the initial needs to be better. Cluster Missiles, no reload required. Twice as many shots in round 1 if you face a swarm, less opponents shooting at you if they space them out. Try clusters if you have not.

Please don't, Clusters are only Range 1-2 and need locks.

I flew 8 vultures (4 I1's, 4 I3's, all with esc) in 3 casual games, and they were fun.

I'm a big fan of energy shells. Not having to lock on, and thus spend your calculate on defence if needed, is great. And rolling 3 dice without giving them an extra defence die is rather tasty too :)