ACE + INFERNO
One of my absolute favorites in 2.0 so far after a couple months playing Kylo + 4 FOs:
| Soontir Fel — TIE Interceptor | 53 |
| Predator | 2 |
| Ship Total: 55 | |
| Half Points: 28 Threshold: 2 | |
| “Howlrunner” — TIE/ln Fighter | 40 |
| Crack Shot | 1 |
| Ship Total: 41 | |
| Half Points: 21 Threshold: 2 | |
| Iden Versio — TIE/ln Fighter | 40 |
| Crack Shot | 1 |
| Ship Total: 41 | |
| Half Points: 21 Threshold: 2 | |
| Gideon Hask — TIE/ln Fighter | 30 |
| Crack Shot | 1 |
| Ship Total: 31 | |
| Half Points: 16 Threshold: 2 | |
| Del Meeko — TIE/ln Fighter | 30 |
| Crack Shot | 1 |
| Ship Total: 31 | |
| Half Points: 16 Threshold: 2 | |
Variants:
- Drop Del for Wampa
- Drop Del for Seyn
- Vader ( Burners ) + Howl/Iden/Acd/Acd fits at 199 ( Just FCS opens up solid options )
- Mauler Mithrel, Scourge, and Valen Hodor are all worth a look/experimenting with as well
- Mix in Swarm Tactics instead of Crackshot
- Soontir can end up with Crack/TC, just crackshot, just TC, or just predator depending on the rest of your kit
- Passive Sensor Whisper + Howl/Iden/Hask/Wampa fits as well
- Duchess as the "ace" gets you a 5th Tie Fighter for the Inferno Squad
How It Engages:
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Option 1:
- Howl Swarm looks for a lane either by being patient or racing to a spot early.
- Ace operates as a flanking element.
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Option 2:
- Full joust with Ace "trailing"
- Typically offset slightly and just behind the swarm screen
- Range control the ace to minimize shots
- Keep options to bail out after first engage.
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Notes On 1st and 2nd Engage
- Engaging on an "angle" instead of directly is sometimes nice, allows you to bank or hard turn into the 2nd engage
- If 1st engage is a direct joust the range matters to maximize shots on target for 2nd engage and minimize bumps
- If possible having an range one 1st engage can be helpful to more quickly setup K-Turns + chase
- Rare to be range one for first engage but it is commonly achievable for the 2nd engage
- Often Banking in + rolling out the turn before the first engage is helpful for keeping your arc options really wide
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Hard 1 Turn
- This is still in my opinion the best dial move in the game (besides white kturns)
- Keeps Aces honest when your entire box swarm can semi-pivot
- Really effective for blocking
- Allows you to slowly turn into Range 3 Engages followed by 2-3 shots from your chosen lane
- Typically sets up Crackshot bullseyes
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Obstacle Placement and Deployment:
- Set up lanes for the mini-swarm
- Keeping the rocks close to your side of the board or spread out
- Try to build at least 2+ logical lane options
- Set the Inferno Swarm up in a pinwheel in a corner with the best access to lanes
- Deploy the Ace in that same corner or a little further away as flank bait
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Gas Clouds
- Are massively useful for this squad
- Protects the Ace in situations you need it ( provided you actually set your dial to take advantage of them )
- Allows substantially more lanes and keep open kturns in the mid game
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Mid/Late Game
- Sometimes (rarely) it becomes necessary to split up the Inferno Ties
- Typically at that point you only have 2-3 remaining.
- 2 Named Tie Fighters are worth 70-80 full and are more than alot of ships in the game
- Be aware of that as you approach late game.
- They have a 5 straight, you brought gas clouds. Disengaging is possible.
Things It Do
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Howl Mini Swarm effects ace opponents decisions
- Forces indirect 2-3 sided engages generally
- If they dont do that they probably have an Alpha Strike of some kind or Regen
- That is something you can capitalize on by moving quickly on one side of w/e pincer or anvil they are setting up
- Having an Ace of your own allows options to threaten Flankers
- The list does struggle a bit against opponents who understand how dangerous jousting the 4 Ties actually can be
- If they dont "opt in" to that joust the entire game becomes about how you apply pressure to their flankers with your Ace
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Ace player will try to make you choose an ace(s) to commit the Swarm to targeting
- Leads to 50/50 choices for both players ( Thats what good games feel like )
- They debate which Ace to "bail out"
- You debate which Ace(s) to "point at"
- Often its best for the Ace player to attack with all of their components to avoid the risk of a partial trade.
- Its a moment that requires you to read your opponent
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Formation Gameplay
- Box Formations are actually alot less boring then people realize ( particularly if keep an Ace in the Squad )
- The early game is super interesting with the speed and direction of the Ties being critical
- 4 Ships are alot less difficult to manage than 6+ in formation ( fewer bumps to set overall )
- Being "forced" to run the Ties in a box actually can make you more prone to engage with all your guns on a target
- My favorite Ace + Squad lists still allow loose or no formation squads but playing this list makes me appreciate the "box 4" alot more
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Know Your Crit Cards
- Bring Crit Tokens!
- Tie Fighters take a ton of crits with no shields
- Leads to alot of "wait I have to read this damage card" moments
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Howl and the Ace can Initiative Kill a decent # of things on their own particularly if they already slightly damaged
- After first engage you typically have an option for the Ace to "converge" into R1 on a target
- If the Ace is Soontir you can leverage Howl's rerolls + predator/crack + a possibly R1 Howl shot
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Blocking is Critical for Both Players
- Against Aces after the first engage you will at some point need to block repositions or land physical blocks to win the game
- Against full efficiency lists you will need to be smart about Initiative Choices.
- Moving first can be the correct call ( though less relevant if running the 65444 variant ). More relevant if you take Wampa.
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If your Mini Swarm is going to be blocked
- Consider moving the backline out of order with the front line
- If you set the pinwheel correctly you can have 2 Ties jump forward get their focus and then have the front line bump
- This is a huge deal particularly for Howl and Iden who are always the first of your opponents targets
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Soontir and Vader are both relevant blockers against other i6s
- Using them to set up the Ties to dunk on people can be clutch
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Crackshot
- Critical for dealing with Token Stacked and Regen ships
- Single Charge + Bullseye Only + Non-Force User Only = Serious In Game Constraints
- It puts that little extra bit of damage in to keep up as your own ships inevitably get init killed
- Provides another passive way to mechanically keep up with all the ships that have mods while bumped, stressed, or having moved through an obstacle
- Howl will sometimes reroll the Tie fighters into just 1 damage result, crackshot keeps that result relevant
- The Bullseyes force repositions and different approaches from opponents, thats a good thing
Inferno Ties
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Howlrunner ( 40 )
- Known quantity
- i5 + rerolls for entire squad
- Rerolls work on non-tie fighters
- Swarm tactics fuel
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Iden Versio ( 40 )
- Is the main reason besides Howl the list is playable.
- Pretty much the only reason I am even talking about this Squad.
- Without it most aces lists would simply joust the Mini Swarm
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Knowing when to use it is key
- I typically save it for bad crits or killshots
- Its ok to use the Iden charge on one of the ties besides Howl
- It triggers after crackshot which is helpful
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Gideon Hask ( 30 )
- My 2nd favorite of the squad and great value for 30 pts at i4. Hask is Empires Blount.
- I have been running Hask since the very first pt cycle ( Originally Soontir + Redline + Whisper + Hask )
- Range 1 four dice Howl/Focus/Crack shots happen often and are immensely rewarding
- Excellent in all stages of the game and a threat on his own late game
- Range 3 shots with Hask are a big deal
- Have him shoot last to improve chances of damage card
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Del Meeko ( 30 )
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Quoted and Highlighted for Emphasis:
- " While a friendly ship at range 0-2 defends against a damaged attacker, the defender may reroll 1 defense die"
- Has a tangible impact on your offensive dice mod decisions
- Being able to spend a focus on offense knowing you have a Del Reroll is great
- Del works on himself as well which becomes relevant end game for sure
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Quoted and Highlighted for Emphasis:
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Seyn ( 30 )
- Typically with Marksmanship, I tend not to use this one
- However, it can be very helpful for setting up Gideon and Del's abilities a round or two early
- Highly bullseye or luck dependent but still a big deal
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Wampa ( 30 )
- Actual beast mode blocker
- My Favorite Tie Fighter in the game and my 2nd favorite Star Wars character
- i1 is great as a blocker and makes many games against other efficiency lists more manageable
- Sometimes makes your opponent mess up target priority and not shoot Howl/Iden first
- That round every 10 games where Hask and Wampa both roll howl/focus modified 4 dice shots into a target is solid
Matchups
- Overall = "OK but not great"
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Matchups against the Two Currently Meta Relevant Archetypes:
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Trip Jedi and Trip Empire
- Both of these are problematic in that they can opt out of direct jousts
- Sometimes can opt in with an alpha strike of their own and win the 2 v 4 fairly easily
- Notes above on "threatening" whatever Pincer move they try to set up are key
- Block Repositions instead of Ships against Force Users ( shots on target are precious )
- Unlikely your Ace will be moving last in the end game
- Makes target priority of other 6s critical
- Leads to game states where Ace + 2 remaining Ties have to do a ton of lifting
- Swarm Tactics can be a difference maker here in avoiding stacked init kills without shots
- Crackshot is about equal value though in my opinion for breaking fort token stack
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Ensnare+ or Just Sear Vultures
- Problematic to have your Inferno swarm deconstructed by a side turret flanker
- 5 Dice Bullseye Sun Fac with tractor beam has a way of lighting things up after the Iden charge is spent
- Vultures can cause serious blocking problems for the i4s
- Again Wampa becomes key though Networked mitigates it unless you stack multiple blocks in one turn
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Trip Jedi and Trip Empire
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Matchups against Sideshow Lists/Ship:
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Leia Lists
- White K-Turns are good, but as long as howl is alive you kinda brought your own Leia
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Tavson and Luke
- These two ships in particular tend to shrug off 2 dice Attacks depending on the engage
- Hask/Wampa's 3 dice and the crackshots become more and more relevant here
- You can absolutely flank Tavson after the first engage which helps
- Kill everything around Luke then cleanup with your Ace
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Wedge + Braylen + Jake + 2
- Rare cross faction "mirror"
- Rebel lists ability to engage out of formation is big and Braylen is a bit of a tank at r3
- Wedge less mobile so if you get him early the game sorta flows from there
- Their access to an i1 blocker and 3 i4s impacts the game a good deal ( init choice is weird here! )
- Highly Entertaining matchup, seek it out.
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Full Howl Swarm
- Consider Moving first to deny focus mods
- You have an i6 Ace moving last anyway
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Resistance A-Wings
- Problematic matchup since the entire list will just chip away at you
- First Engage is everything
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Bombs
- Can be hard counters to the list, not much more to say about that
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Leia Lists
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Closing Thoughts
- Vast Majority of matchups are genuinely entertaining
- Plays like Core Box X-wing on steroids which is neat.
- I will post some more detailed Vassal Gifs and Screenshots of this list in action here later
Cool Pictures
Questions:
- Anyone have general thoughts/tips on how to play a list like this well? Particularly against Aces.
- Whats your preferred variant?
Disclaimer: Iden is mechanically dumb but necessary given current power levels. Design Topic for a different thread.