So ever since this game started the swarm has been a staple competitive list. Every tourny i have been to 75% of imperial players have been 6+ tie squads.
Now i understand that's how the tie fighters work. And sure you have options to play if you don't want to play the tie swarm, but those options don't have the win % the swarm does. 3-4 named tie pilots and med. ships don't have the survivability the swarm does.
So i ask this, (even more so since the rebel swarm will soon be upon us) what would be the pilot or upgrade that would make the swarm be a less appealing squad to build? FFG has tried putting out missiles, bombs and APL to help with this but these options are not super effective to the swarm. At least not enough to make people think twice about running it competitively.
my anti swarm suggestions:
Named pilot ability: increase ( name )'s agility by 1 for each rang 1-3 firing arc currently on him (default Agi. 0)
Named pilot ability: every time an attack lands a hit on ( name) he may perform 1 free action
System Upgrade : Communications sabotage : (requires: target lock) Spend a target lock to remove 1 token from the targeted ship and assign 1 stress token to each enemy ship at range 1 of your target. (perform this at the beginning of the combat phase, flip this card face down after using)
Missile: N.O.V.A. missile: (4 atk dice, range 3) (requires target lock) spend the target lock to use this attack. After this shot has been fired the enemy ship and all ships at range 1-2 of the target loose 1 attack and 1 evade (both to a min of 0) till the end of this turn.
Edited by Silver leader