Alternative Tie Swarms

By h0racio, in X-Wing Squad Lists

Has anyone experimented with Imperial Swarms that are not Tie based or not just Ties?

Interceptors are more expensive but 3 dice attacks with focus and a reroll sound brutal. But is it enough to compensate for the lack of tricks?

Howlrunner + 4 Alpha Squadron Pilots + 1 Academy Pilot = 199pts

TAPs are tougher than Ties and have linked actions. But not sure it's worth it. Inquisitors are definitely going up in January so don't think it's worth investigating right now.

Howlrunner + 5 Barons = 200pts

Strikers have a 3 dice attack but Howlrunner won't be able to keep up so not interesting.

What are your thoughts?

Five interceptors and Wampa is really fun. They *can* be prone to exploding...

But if your green dice are "reasonable," they can deal a lot of damage, assuming you're able to point a few of them at the same target during the same game turn.

Five Inquisitors with FCS and Heightened Perception. Fun troll list. Can block. Can flank. Can reasonably sustain fire with Evade and Force, and three Greens. And if needed can initiative kill everyone.

I’ve run some variations of TIE Swarms.

56 minutes ago, Ronu said:

I’ve run some variations of TIE Swarms.

This is really insightful thanks! A lot of interesting variations.

I have suspicions that 4 TIE Bombers + Howlrunner and Iden (maybe with Swarm Tactic on Howlrunner?) might be ok.... until you need to Hard 1 Turn.
The additional Hull seems strong if they are Focused and you might be able to eek out an extra shot/turn out of the more solid chassis.

If you are interested in Striker Swarms, I suggest the Ailerons Clubhouse:

(the Second Edition stuff starts here on Page6, but the earlier stuff is also sometimes useful)

The short version:
They are Fun, and can catch people off guard the first few times they see it.
They are also Focus-Dependent, fragile and prone to disappearing too quickly.

Personal favourite is 4x Crack Shot Black Scouts and Duchess with Crack Shot. Catch something in that net and it disappears very quickly.
Special mention goes to 5x Afterburner Strikers for hilarious long range Killboxes.

I've played a game or two with Howlrunner and 4 TIE Advanced /x1. Having Howlrunner to provide rerolls while they approach on 2 red dice is pretty solid. After that? You ought to be able to get locks now, and hopefully can do OK. It'll probably never be a list with great legs.

//

A related list would be Imperial 5s.

Howlrunner, Mauler Mithel, Scourge Skutu, Maarek Stele, Duchess. Grab Crack Shots and FCS for Maarek and nuke people at fairly high init.

On 12/27/2019 at 6:49 PM, h0racio said:

Howlrunner + 5 Barons = 200pts

If you're going to try this, consider 6 x Baron with Ruthless, removing the squads "shoot here" weak spot.

I really like the Imperial 5 list, or what my brothre calls the Impower Rangers.

  • "Duchess" (44) : Predator
  • Maarek Stele (49) : Marksmanship, Fire-Control System
  • "Howlrunner" (41) : Crack Shot
  • "Mauler" (33) : Crack Shot
  • "Scourge" (33) : Crack Shot

You can start as a semi swarm, sticking together for the biggest initial booping power. But nothing stops you from sending the Advanced or Striker on their own merry way into the flank. The only ones that benefit from being close to each other are the three Fighters. And its such a small formation you can fit into most places other swarms cannot even dream of.

An alternative swarm I saw flown was this funny Advanced Salad.

  • Storm Squadron Ace (43) : Crack Shot, Fire-Control System
  • Storm Squadron Ace (43) : Crack Shot, Fire-Control System
  • Storm Squadron Ace (43) : Crack Shot, Fire-Control System
  • Baron of the Empire (35) : Crack Shot, Fire-Control System
  • Baron of the Empire (35) : Crack Shot, Fire-Control System

The Storms are quite potent as a three ship anvil. The Barons are a mobile flanking hammer duo. Extremely good at setting up kill boxes. All with Initiative 3, so bumping should never be an issue. My only problem with this list is the same I have with all the Tie Avanced X1s. They are flying like bricks... The lack of Boost action is hurting them greatly, but in a swarm set up its not so prominent. People want to dodge you, not the other way around.

Dominoes line up this could be fun.

TIE/ln Fighter - Academy Pilot - 23
Academy Pilot - (23)

TIE/ln Fighter - •“Wampa” - 30
•“Wampa” - Black Eleven (30)

TIE Reaper - •Major Vermeil - 77
•Major Vermeil - Veteran of Scarif (49)
Crack Shot (1)
•Admiral Sloane (9)
•Darth Vader (14)
Shield Upgrade (4)

TIE/ln Fighter - Academy Pilot - 23
Academy Pilot - (23)

TIE/ln Fighter - Academy Pilot - 23
Academy Pilot - (23)

TIE/ln Fighter - Academy Pilot - 23
Academy Pilot - (23)

Total: 199/200

View in the X-Wing Squad Builder

I think the most important thing to ask is, what does the OP consider a swarm? Howlrunner needs to fly with her wingmates in a tight formation, which looks amazing in play. While you can deploy 4 Strikers, they will rarely if ever stay in any form of formation. As for the swarms themselves, I know of two basic Tie Fighter Swarms, those being Howlrunner and Sloane swarms.

Howlrunner Swarm: Howlrunner + Iden Versio + 5 Academy Pilots is the 7 Fighters version; I also like Howlrunner (Swarm Tactis), Gideon Hask (Crack Shot), Seyn Marana (Marksmanship), Del Meeko (Crack Shot), Iden Versio, Academy Pilot for 6 Fighters;

Sloane Swarm: Captain Feroph (Admiral Sloane) + 6 Academy Pilots; leaves 6 points to do with what you feel like; Elusive on Reaper to help Sloane survive longer; better at setting up kill boxes, less of a straight punch to the face than Howrunner; but much better after initial engagements, due to enemies being stressed; a interesting, more mobile take would be topair Feroph with Sloane and Jerjerrod on board with 4 Barons of the Empire with Crack Shot; with the Blues of V1s, you can really surprise your opponent at where you will end at with your ships; Sloane triggers rerolls and Crack Shot helps push damage through; my only problem is, 4 V1s is not enough to excuse the use of Sloane for me;

6 V1s with Barons and Crack Shot is just a very mobile flying kill box.

4 V1s with Inquisitors and FCS paired with Sai with ST-321 is also somewhat decent.

On ‎12‎/‎31‎/‎2019 at 10:19 AM, Schanez said:

Sloane Swarm: Captain Feroph (Admiral Sloane) + 6 Academy Pilots; leaves 6 points to do with what you feel like

One alternative here is putting Sloane on an Omicron - much less manoeuvrable (though the tail guns help!) but able to chop and change movement order with the TIE fighters as needed.

TIE/ln Fighter - Academy Pilot - 23 Academy Pilot - (23)

TIE/ln Fighter - Academy Pilot - 23 Academy Pilot - (23)

TIE/ln Fighter - Academy Pilot - 23 Academy Pilot - (23)

TIE/ln Fighter - Academy Pilot - 23 Academy Pilot - (23)

TIE/ph Phantom - Imdaar Test Pilot - 44 Imdaar Test Pilot - (44)

TIE Reaper - Scarif Base Pilot - 41 Scarif Base Pilot -(41)

TIE/ln Fighter - Academy Pilot - 23 Academy Pilot - (23)

Total: 200/200

Edited by Blademaster72

I like how OP asked about alternative to Tie Fighters and we all still stick to the idea of Fighter Swarm :D

Edited by Schanez
On 1/3/2020 at 4:50 AM, Schanez said:

I like how OP asked about alternative to Tie Fighters and we all still stick to the idea of Fighter Swarm :D

Haha, but still interesting! There are some good ideas here.

https://eruletho.wordpress.com/

check this blog!

the guys been flying different kind of swarms (though TIE/ln's are in all of them).
even on with 4 barrage bombers!

check all the articles, his 'flying circus ' evolved...

BUT it’s always swarm+ace.

inspired by WW1 ace Red Barron and his squadron.

One troll semi swarm I once flawn was:

  • Captain Jonus: Fifth Brother, Homing Missiles, Concussion Missiles
  • Inquisitor: Heightened Perception, Homing Missiles, FCS
  • Inquisitor: Heightened Perception, Homing Missiles, FCS
  • Inquisitor: Heightened Perception, Homing Missiles, FCS

Inquisitors are super agile, so you can spin those arcs around and enemy can either accept to take plink damage and then be forced to flip damage card, or risk getting a lot more harm in. On a bright side... You can one shot a Soontir Fel if you catch him in your arcs.

Tested over the weekend:
Scarif Reaper with Sloane +2 point Modification (either Tactical Scrambler or Electronic Baffle.... unused)
2x Academy TIE Fighters
3x Scarif Strikers

The idea being that you start Reaper in one corner, Strikers in the other (as they are both so manoeuvrable as to get to where you need them in a turn or two) and TIE Fighters in the middle. TIEs go toward opponent, Strikers sweep in on the same turn and Sloane gets to where she is needed.

Idea is good.... but takes so much work to get even remotely correct (and I did not) that it probably is not worth the hassle for me.
I need to probably take pointers from somewhere...

I am wondering, though, if adding Seventh Sister to a Sloane carrier is an interesting enough option:
- If your Sloane Carrier is close enough (read: Blocking), not only do you stress the opponent but you give them a Tractor token as well
- Force for Defense/Offense is always good.

5 hours ago, Vespid1311 said:

Tested over the weekend:
Scarif Reaper with Sloane +2 point Modification (either Tactical Scrambler or Electronic Baffle.... unused)
2x Academy TIE Fighters
3x Scarif Strikers

The idea being that you start Reaper in one corner, Strikers in the other (as they are both so manoeuvrable as to get to where you need them in a turn or two) and TIE Fighters in the middle. TIEs go toward opponent, Strikers sweep in on the same turn and Sloane gets to where she is needed.

Idea is good.... but takes so much work to get even remotely correct (and I did not) that it probably is not worth the hassle for me.
I need to probably take pointers from somewhere...

I am wondering, though, if adding Seventh Sister to a Sloane carrier is an interesting enough option:
- If your Sloane Carrier is close enough (read: Blocking), not only do you stress the opponent but you give them a Tractor token as well
- Force for Defense/Offense is always good.

Honestly you were spread out too far. If you were in opposite corners. Sloane Reapers want to charge in quickly and create chaos. Keep her fighter squads in her 0-3 bubble so the opponent doesn’t have an easy obvious target.

I’ve thought about 7th Sister with Sloane, then don’. Reason is because unless you’re getting return shots that round to finish off the now stressed ship you give up a round of no mods the next round in most instances.

1 hour ago, Ronu said:

Honestly you were spread out too far. If you were in opposite corners. Sloane Reapers want to charge in quickly and create chaos. Keep her fighter squads in her 0-3 bubble so the opponent doesn’t have an easy obvious target.

Agreed. If you've got a forgiving 'aura' then stick inside it. Deploying in one corner works; put one group heading up the table (toward your opponent) and the other heading across the table (along your edge) and 90% of the time your opponent will set up in the opposite corner because bugger-setting-up-to-joust-a-TIE-swarm. If they do, a hard turn will get everyone pointed the right way going up the neutral board edge, otherwise you've kind of turned the board through 45'.

And yes, one warning - which catches a lot of people out - is that strikers aren't actually fast . They're manoeuvrable - few ships can do long swoopy turns round-after-round and no-one can be as flexible in a red end-around flip - but their speed in a dead run is actually no greater than a basic TIE/ln. They're good flankers but want to be flanking from at most half a board width away from where you expect the action to kick off.

If you want to try TIE/sk that can really dance, give them afterburners. That really pushes them over the top in speed and agility, and more than once I've had a turn 2-3 response from an opponent of " where the bloody heck did they come from!?!?!?" as they drives an ace into a crossfire that shouldn't have been there.