Been messing around with this for a week or 2 and finally played a couple decent games with it last night. I now plan to take it to our next store tourney in just over a week. It seems good .
(56) Old Teroch [Fang Fighter] (3) Swarm Tactics. Points: 59
(44) Zealous Recruit [Fang Fighter] Points: 44
(43) Kavil [BTL-A4 Y-wing] (4) Ion Cannon Turret. Points: 47
(50) Talonbane Cobra [Kihraxz Fighter] Points: 50
Total points: 200
Much waffle and a squad review .... TL:DR. It's decent and fun and interesting.
Won neither of my games, against 4 Lambdas, (Vader crew v Fangs, eurgh), and ARC Norra, Wulf and Dutch.. But the games were close enough and came down to a couple dial choices on my part that got half my list nuked in sudden fashion.
But its always nice if you can rewind to those choices and see how control and a strong chance at victory was lost. Especially when you had a better option you decided against, as I did. It's a good sign, considering they are both better players than me.
Against the Rebels in particular, the win felt very thrown, I twice opted into Wulf range and got chopped. Kavil from full health to no health in one turn, whilst taking Wulf for a walk was particularly dumb, I underestimated the spread of that 180 arc, even though I knew exactly where he would be 😕
Still, up to that point, things looked very good, even though I'd lost TB to a similar error a couple of turns earlier. If I hadn't made those errors......
(Seriously, never choose to enter Wulfs arc and think it'll probably be ok. It will not be ok)
Basic plan then. The Fangs are a clear early target. This is a slightly awkward thing, considering Old T has the cost on him and they are the main element the opponent wants not sticking around. However, this also makes them a neat lever. They can lead the enemy into bad areas and bug out, or simply accept a favourable R1 engage, kick face and then keep on kicking face, thanks to all their awesome tools.
They do require considerable finesse on the turn zero planning and absolutely need as many options open as possible at all times. They're powerful, but delicate, charging at their chosen target with boost>focus may look good on one turn but become all sorts of bad on the next. This is basically where all the art is. Lose them fast, you lose the game.
Plan well, avoid the stress to keep the dial and options open until things are just so .
A note on Swarm Tactics here. It is solid gold. I1 Fangs are remarkable blockers, having one that then can shoot at I5, (1st even, at 200pt), is all gravy. But it's potentially a debilitating chain as well, if leaned into too heavily.
Treating Old T and the Recruit as one ship is good in certain circumstances, but very, very bad in others. Concord, Old T and ST all point extremely heavily to a joint frontal assault. It will be very expected. A jousty list will eat the block, lose no tokens, (because wise man locks), sit behind their leader at R2 and annihilate them both. Things cannot then get worse. Surrender.
However, this can actually be quite a nice trap. If all their guns are pointed at the Recruit, with Old T just off to the side and Talonbane creeping on their shoulder, trading your 44pt I1, who has already fired 4 focussed dice , for an expensive piece, (or Wedge) , is a stupidly delicious ploy. If the Recruit did get R1 and Old T catches one arc and strips it, jackpot! He may even survive and become the biggest thorn your opponent has ever seen.
The Cobra is simple. A 50pt sledgehammer that can take a hit. He isn't flanking with Kavil, though it may appear that way. He's sneaking up, pretending not to joust and asking your opponent if they mind him slamming their flank with a lock while the Fangs face up. If they do, great, unmolested Fangs wreak havoc. If they don't, also great! Focus + lock 5 dice coming up!
Kavil as flanker.... yep.
I have 3 big guns going into the bulk. You have a flanker that costs more than 47pt? Kavil says hi, wanna go for a walk?
Otherwise, he's simply insurance. I5 at 200pt, the fighter net will get slipped. The 2nd and 3rd engagement, he's there to pick them up while your fighters turn around. Or, he can simply stroll in behind and get the leash out. It's not a splendid idea to turn your back on the fighters to go get him.
I long mulled Trick Shot and Dorsal. But I feel a flanking ship just says Ok to his standard 3 die attack and kicks his tail. A 4/5 dice Ion side arc with lock is a good deal scarier to a lot of things.
So that's the sales pitch. It's good, but it is frail. As I successfully proved last night, making errors leads to quick evaporation. So will it help you beat a better opponent? Probably not.
But it does seem a list that isnt going to be too hard to fly well, the options are simple, the requirements pretty obvious. It's a dial thing. I'm quite excited to get to know it better.
As an archetype, 4 ships + some control + many red dice + I5 is
good
. I'm still looking at other options and potential match up flaws here, so it you have an opinion, fire at will! It'll all add to the arsenal