Swarm Variants

By Engine25, in X-Wing

I was curious what variations of swarm are out there that have proven successful. I have had a lot of success with a list containing all six named TIE fighters.

Howlrunner+Stealth Device

Dark Curse

Mauler Mithel

Winged Gundark

Night Beast

Backstabber

I have found I like every single one of the fighter's abilities, and am undefeated with this list. 5-0 record, 4 of which in competitive league play and one of those vs a 7 ship TIE swarm. Thoughts on the list? I may very well take it to a store championship.

At any rate, thoughts on the list? Any other swarm variants you have tried or are interested in trying? Feel free to use ships from Imp Aces or Wave 4. Will the Headhunter swarm be up to snuff? I'm not so sure unless they get a good support named Pilot. Have also been looking forward to Aces so I can run this list:

Carnor Jax+Push the Limit

Howlrunner+Elusiveness+Stealth Device

4 Academies

Carnor dances around back denying tokens while the swarm does what swarms do, supported by a defensively stacked Howlrunner.

Thoughts?

Other variants?

I just had a load of fun with a 99 point 7 tie Swarm.

Howlrunner

+ PTL

+ Stealth Device

3x Obsidian Pilots

3x Academy Pilots

I start it with the three Academies at the very border of Range 1 of the edge, with the Range Ruler's width for spacing. The 3 Obsidians go directly behind them, directly on the edge.
Howlrunner starts a range ruler's width to either side, at 90* from the rest, dead center of the pack, ready to do a 3 Turn into the pack (or a 1 Bank if I decide to have them fly to the center of the table instead.

I have flown slight variances on both of those with very good success:

Howlrunner + Stealth

Mauler

Dark Curse

Backstabber

Black Squadron w/Veteran Instincts x2

Mostly because I prefer PS6 consistency to the powers of Night Beast and Winged Gundark. Howlrunner and Mauler are usually targeted down first, which leaves four ships that can perform their maneuvers in whatever order I prefer.

Carnor Jax + PTL

Howlrunner

Academy Pilot x3

Backstabber

I like this list because it presents three pretty solid threats for the enemy to consider: Backstabber and Carnor on their own, and Howlrunner + her three cohorts. Whichever the opponent focuses on, the other two threats take advantage of. If they want to focus on Howlrunner enough to try taking her down fast, so be it - Carnor and Stabber will be in position by then to make you regret it.

Both are VERY fun, and yours look like a blast too! :)

Mostly because I prefer PS6 consistency to the powers of Night Beast and Winged Gundark. Howlrunner and Mauler are usually targeted down first, which leaves four ships that can perform their maneuvers in whatever order I prefer.

Carnor Jax + PTL

Howlrunner

Academy Pilot x3

Backstabber

I like this list because it presents three pretty solid threats for the enemy to consider: Backstabber and Carnor on their own, and Howlrunner + her three cohorts. Whichever the opponent focuses on, the other two threats take advantage of. If they want to focus on Howlrunner enough to try taking her down fast, so be it - Carnor and Stabber will be in position by then to make you regret it.

Both are VERY fun, and yours look like a blast too! :)

I will definitely give that a try, also. I am a big fan of Backstabber, he probably has my favorite ability of the named TIEs. From a fun-to-play point of view, anyway. And strangely enough, you mentioned how Howlrunner and Mauler Mithel are generally the first targets, which makes perfect sense. However, in 3 of the 5 games I mentioned, Backstabber died first, followed by Howly. Have not lost more than 3 ships with the named TIEs list.

Any other takers? Thoughts on swarm variants that are different/more interesting than Howlrunner with 5-6 Academy pilots? Any power ships you like to escort with swarms?

I'm just going to quietly add a couple of my favorite swarms:

2x Scimitar Squadron Pilot + Seismic Charge

4x x Scimitar Squadron Pilot

OR

5x Gamma Squadron Pilot + Seismic Charge

I'm just going to quietly add a couple of my favorite swarms:

2x Scimitar Squadron Pilot + Seismic Charge

4x x Scimitar Squadron Pilot

OR

5x Gamma Squadron Pilot + Seismic Charge

Big fan of the Bomber, but I currently only have three.

Have won with this list:

Captain Jonus+Squad Leader

2 Scimitars+Proton Torpedoes

3 Academies

And have come close with this one:

Captain Jonus

2 Scimitars+Assault Missiles

3 Academies

Have also been rocked by this one, so I borrowed a bomber and won with it, admittedly not as easily as the guy who beat me:

Captain Jonus+Assault Missile+Seismic Charge+Squad Leader

3 Scimitars Assault Missles+Seismic Charges

Honestly with the Jonus list you really want to ditch the Seismics for an upgrade to Gammas. Shooting at PS4 is really important with this list as it means a huge difference in potential damage against PS2-4 lists.

Honestly with the Jonus list you really want to ditch the Seismics for an upgrade to Gammas. Shooting at PS4 is really important with this list as it means a huge difference in potential damage against PS2-4 lists.

I will definitely try that out, but I would not have won without the charges. Alpha strike with the Assault missiles, 2+ of 4 generally connect. Against a swarm, Howlrunner is now gone, so they can deal some hits but no serious ones. You then drop all four seismic charges simultaneously, and wipe the board clean or near clean. Four bombers with minimal damage can easily clean up several ships with 1 hull, even if they have 3 agility. Can, however, take a few rounds, if they are not already cleared by the alpha strike/bomb detonation in the second/third round.

That is one of the times when your list is superior, as your PS is higher than the swarm. The reason to up to a Gamma is so, if you are against PS2-4 ships, you can fire first there as well. Imagine if that swarm has been a PS3 swarm. You may well have lost a bomber before your strike. So in this specific case you are certainly better off with the seismics. In general against all comers, you are better off with the Gamma list. :)

That is one of the times when your list is superior, as your PS is higher than the swarm. The reason to up to a Gamma is so, if you are against PS2-4 ships, you can fire first there as well. Imagine if that swarm has been a PS3 swarm. You may well have lost a bomber before your strike. So in this specific case you are certainly better off with the seismics. In general against all comers, you are better off with the Gamma list. :)

All good points! I play in a weekly league, and while you obviously can't in tournaments, you are allowed to change your list up between matches. I will definitely keep that in mind and decide based on my opponent. Generally I build so that lists can work for either tournaments or the league, so typically the cheapest pilots are the most cost effective.

Any other thoughts on swarms? Keepem coming! How bout them Headhunters?

Everyone got excited about the potential of 8 Z-95's but I don't think this will hold up as well as 6 with missiles - and I think the best use of the Headhunters will end up being mixing a few in with ordinance to support the rest of a squad. The combo someone in a separate thread, of using an Ion Pulse Missile to set up a range 1 run with an APT was great, and I think mixing Wedge into that equation would work well too. Something like:

Wedge

Biggs

Bandit w/Ion Pulse Missile x2

Bandit w/Concussion Missile

We'll see. Lots of potential for potent rebel swarms! XXXZZZ anyone?

Any other thoughts on swarms? Keepem coming! How bout them Headhunters?

Headhunters have some nice points to them. As their 12 point version has Target Lock and 2 PS, that's a definite offensive edge against the TIE.

However, TIEs have defense on lock-down. I'd gladly trade 2 shields for +1 Hull, +1 Agility Die, +Evade, and +Barrel Roll.

Headhunter Swarms also seem to have a complete lack of Howlrunner.

My verdict: Headhunters don't make a swarm quite like TIEs do. However, they fulfill the role of "Swarmlets" (a fleet that's 1/2 swarm and 1/2 something potent) easily.

For instance, 4x Headhunters flying alongside Chewbacca with Gunner, Recon Spec, and Swarm Tactics would be a mighty fleet indeed.

Any other thoughts on swarms? Keepem coming! How bout them Headhunters?

Headhunters have some nice points to them. As their 12 point version has Target Lock and 2 PS, that's a definite offensive edge against the TIE.

However, TIEs have defense on lock-down. I'd gladly trade 2 shields for +1 Hull, +1 Agility Die, +Evade, and +Barrel Roll.

Headhunter Swarms also seem to have a complete lack of Howlrunner.

My verdict: Headhunters don't make a swarm quite like TIEs do. However, they fulfill the role of "Swarmlets" (a fleet that's 1/2 swarm and 1/2 something potent) easily.

For instance, 4x Headhunters flying alongside Chewbacca with Gunner, Recon Spec, and Swarm Tactics would be a mighty fleet indeed.

Everyone got excited about the potential of 8 Z-95's but I don't think this will hold up as well as 6 with missiles - and I think the best use of the Headhunters will end up being mixing a few in with ordinance to support the rest of a squad. The combo someone in a separate thread, of using an Ion Pulse Missile to set up a range 1 run with an APT was great, and I think mixing Wedge into that equation would work well too. Something like:

Wedge

Biggs

Bandit w/Ion Pulse Missile x2

Bandit w/Concussion Missile

We'll see. Lots of potential for potent rebel swarms! XXXZZZ anyone?

Yes, I agree with both of you. Unless there is some great supporting pilot that we haven't seen yet, the Z95 will likely be stronger as a squad filler ship or supplementary group ship than a straight swarm. I like the idea of an XXXZZZ approach. Will also definitely try that Wedge/Biggs list with 3 missile carrying Z95s.

I should point out that a EZZZZZ should be a fun list.

Etahn A'baht (32)
Push the Limit (3)
Sensor Jammer (4)
R2 Astromech (1)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Total: 100

All your Z-95s get Crits on hits that get through, and the E-Wing itself is slippery. Push the Limit for double actions, R2 to clear stress, and Sensor Jammer means enemies have to focus (and Howlrunner can't reroll that die).

I like to run this swarm...

Howlrunner

Academy Tie x 5

Scimitar Squadron + Advanced Proton Torpedo

100pts

Just a little bomber fun to spice up the swarm. I would say, not as great in timed games. In general, having 5 APs is not great for timed games, as you don't have much time to win that war of attrition. I'll generally get a modified win, or lose by < 10pts due to losing that last blasted tie before he shoots! . They are great when you get to play the game out.

And my shuttle swarm is:

Howlrunner + Swarm Tactics

Academy Tie x 4

Omicron Group Pilot + FCS + Gunner + Engine

100pts

Next I'll likely try any variation of a 6 Tie swarm using Swarm Tactics. Seems TOO good to pass up sometimes.

The 6 named tie squad is also very good.

I go a little different with my named list:

Howl

Stabber

DC

Nightbeast

Academy x2

Gets you defenses for howl/ stabber who always die first. I like just strait up 3 stealth devices and you can put a 2 point upgrade on howlrunner or drop DC for a scimitar and add a seismic.

Of course howlrunner + scimitars and seismics by themselves are fun

I also like to drop DC and use the upgrade points for Vader shuttle!

My favorite swarm is my 4-1 worlds list:

Howl w/ptl

Backstabber

Obsidians

OGP w/Vader

2x Academy

The shuttle can wreck those who ignore it.