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Best possible TIE Swarm at 100 points?


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#1 Qapla187

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Posted 01 November 2013 - 09:39 AM

Just randomly came up with this while tinkering with squads.

Academy Pilot x4
Alpha Sqd Pilot x2
Scimitar Sqd Pilot

It has the same Hull and Attack dice as the 8 TIE, but a few extra actions. I'm curious what you guys see as pros/cons compared to the 8 swarm.

#2 nimdabew

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Posted 01 November 2013 - 09:54 AM

I personally like running this tie swarm:

 

Howl

Back Stabber

Winged Gundark

Night Beast

3 x Academy Pilots

 

It lacks an interceptor, but I was never really sold on them in the first place. I was thinking of getting rid of Winged Gundark and adding a BSP with DTF instead, but I have yet to see it make a difference in the long run. Winged Gundark usually draws enough fire because of the hit to crit ability anyways.



#3 Parakitor

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Posted 01 November 2013 - 10:27 AM

I'm not a swarm player, really, but I've had moderate success with the canonical Obsidian Squadron:

 

"Howlrunner," "Night Beast," "Winged Gundark," and 4 Obsidian Squadron Pilots. Decent pilot skill, but "Howlrunner" is kind of exposed.

 

I am really curious how 7 Black Sq. Pilots would do. It's 98 points. With PS right about the middle, I suppose it would depend a lot on what squad it's up against.

 

I haven't tried a mixed swarm yet, but I've heard they're pretty good.


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#4 Rakky Wistol

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Posted 01 November 2013 - 10:58 AM

I like the 6-7 tie swarms with named pilots.
Mauler
Stabber
Nightbeast
Darkcurse
Academy x3

Or drop the third academy for upgrades: PTl, stealth, VI are all good on Mauler. Stealth is ok on most of the named ties and lets Nightbeast (free focus + evade) and or Darkcurse(pilot ability) be very hard to take down. After Aces hits opportunist might work.


The new "Vader's Escort" list is also getting a lot of attention.

#5 nimdabew

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Posted 01 November 2013 - 11:00 AM

The new "Vader's Escort" list is also getting a lot of attention.

Even though it it is a crappy list, I really like my Vaders Hammer list. It is Vader, a bounty hunter, and howlrunner @100 pts. It isn't very good, but it is fun to put it on the table. 



#6 Rakky Wistol

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Posted 01 November 2013 - 11:06 AM

Not a swarm though.

Vader's Escort is a Vader shuttle + tie swarm.

#7 oddeye

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Posted 01 November 2013 - 11:20 AM

For an 8 tie full swarm you don't have to many options really. 7 swarm opens up more options, the folks above have already posted them. 8 tie lists seem plain but can be very brutal if flown correctly. there are a bunch of video battle reports on youtube of 8 tie swarms tearing up.

 

8 tie swarm 100pts

4x academy pilots

4x obsidian pilots

 

or

 

8 tie swarm 96pts

8 x academy pilots w/ 4 points left over

- could take 1 shield upgrade, 1 stealth, or trade a academy for a semi decent tie pilot like backstabber.


I see your schwartz is as big as mine. Let's see how you handle it!


#8 DraconPyrothayan

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Posted 01 November 2013 - 12:36 PM

I've been having a lot of success with Howlrunner (+Stealth Device + Adrenaline Rush), 3 Academy Ties (Naked), and 2 Scimitar Squadron Bombers (+Proton Bombs). I might be convinced to drop the upgrades in favor of a 4th Academy Tie and an Elusiveness on Howlrunner, though.

 

It might also be interesting to run 5 Scimitar Squadron Pilots alongside Howlrunner (+Elusiveness). That's a total of 33 hull, which is fairly huge. Also, the 5 Scimitar Squadron, each packing a 4 point Missile or Torpedo, makes for a heck of an alpha-strike and is enough ships to count as a small swarm.

 

 

 

I will ALWAYS vote for getting Howlrunner, and for giving her more survivability, over getting non-Academy ties. She's the best thing that can possibly happen to a Swarm fleet (aside from an Imperial Biggs Darklighter).


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#9 nimdabew

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Posted 01 November 2013 - 12:42 PM

Elusive is worth less than worthless. 



#10 Hida77

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Posted 01 November 2013 - 01:07 PM

Elusive is worth less than worthless. 

Really? Well crap. I will just give up altogether since my gaming experience doesn't mirror yours.

 

On a more serious note I'm surprised the 7 TIE swarm that won Nationals hasn't been mentioned yet.

 

Howlrunner

Backstabber

Dark Curse

Academyx4

 

Comes to 98 for the initiative vs other Imp builds.  I have flow this several times, works great.


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2014 Star Wars: The Card Game US Nationals Finalist

2013 Star Wars: The Card Game Worlds Top 16

8xX-wing, 5xB-Wing, 2xYT-1300, 4xY-Wing, 5xA-Wing, 2xHWK-290, 3xE-Wing, 7xZ-95, 1xYT-2400, 2xGR-75, 1xCR-90

8xTIE/LN, 11xTIE/IN, 2xTIE/Adv, 4xTIE/as, 3xTIE/Ph, 3xTIE/D, 3xFirespray-31, 3xLambda, 1xDecimator


#11 DoubleNot7

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Posted 01 November 2013 - 02:07 PM

I just won a tournament at 4-0 with Dark Curse and 7x Academy TIE.

Enimo Et Fide


#12 nimdabew

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Posted 01 November 2013 - 02:12 PM

 

Elusive is worth less than worthless. 

Really? Well crap. I will just give up altogether since my gaming experience doesn't mirror yours.

 

On a more serious note I'm surprised the 7 TIE swarm that won Nationals hasn't been mentioned yet.

 

Howlrunner

Backstabber

Dark Curse

Academyx4

 

Comes to 98 for the initiative vs other Imp builds.  I have flow this several times, works great.

 

The community will miss you.



#13 Hida77

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Posted 01 November 2013 - 02:30 PM

 

 

Elusive is worth less than worthless. 

Really? Well crap. I will just give up altogether since my gaming experience doesn't mirror yours.

 

On a more serious note I'm surprised the 7 TIE swarm that won Nationals hasn't been mentioned yet.

 

Howlrunner

Backstabber

Dark Curse

Academyx4

 

Comes to 98 for the initiative vs other Imp builds.  I have flow this several times, works great.

 

The community will miss you.

 

Almost as much as they will miss you lol...

 

Anyway, I dont advocate Elusiveness on Howl, but I see why someone might think about it and won't hate on that.  I don't really think it solves the underlying issue for her, but it can serve as a cheap way to keep her around a bit longer (kind of like R5 droids on Biggs...)  I think you'd be better off assuming she'll die pretty quick and spending the points bringing up the rest of the list so that it functions in her absence.  But hey, what do I know, I'm just some internet guy trying to be helpful.


2014 Star Wars: The Card Game US Nationals Finalist

2013 Star Wars: The Card Game Worlds Top 16

8xX-wing, 5xB-Wing, 2xYT-1300, 4xY-Wing, 5xA-Wing, 2xHWK-290, 3xE-Wing, 7xZ-95, 1xYT-2400, 2xGR-75, 1xCR-90

8xTIE/LN, 11xTIE/IN, 2xTIE/Adv, 4xTIE/as, 3xTIE/Ph, 3xTIE/D, 3xFirespray-31, 3xLambda, 1xDecimator


#14 Lizrrdbreath

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Posted 01 November 2013 - 02:46 PM

I played this swarm in the vassal tournament recently:

 

Howlrunner + swarm tactics

Mauler Mithel + vet instincts

Backstabber

Gundark

2x Black squadron + draw their fire

 

The generally high pilot skill threw people for a loop and DtF on the BSPs did a lot to help spread damage around and same the pilots I cared about.

 

Lately I have been trying to make a swarm that uses bombers with ordinance work.


3 x-wings - 2 y-wings - 3 a-wing - 2 b-wings - 1 HWK 290 - 1 YT-1300

6 Tie/ln - 2 Tie/adv - 3 Tie/in - 4 Tie/sa - 1 lambda shuttle - 1 Firespray

 

Howlrunner is my winggrrl.


#15 DraconPyrothayan

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Posted 01 November 2013 - 02:51 PM

 

 

 

Elusive is worth less than worthless. 

Really? Well crap. I will just give up altogether since my gaming experience doesn't mirror yours.

 

On a more serious note I'm surprised the 7 TIE swarm that won Nationals hasn't been mentioned yet.

 

Howlrunner

Backstabber

Dark Curse

Academyx4

 

Comes to 98 for the initiative vs other Imp builds.  I have flow this several times, works great.

 

The community will miss you.

 

Almost as much as they will miss you lol...

 

Anyway, I dont advocate Elusiveness on Howl, but I see why someone might think about it and won't hate on that.  I don't really think it solves the underlying issue for her, but it can serve as a cheap way to keep her around a bit longer (kind of like R5 droids on Biggs...)  I think you'd be better off assuming she'll die pretty quick and spending the points bringing up the rest of the list so that it functions in her absence.  But hey, what do I know, I'm just some internet guy trying to be helpful.

 

I make sure that Howlrunner spends as much of her time surviving as possible, because her damage comes from the ships surrounding her more than her own guns. I usually pick "Adrenaline Rush" because the one time she goes without a focus or evade action tends to be the turn she gets killed on, but "Elusiveness" is also an option, as it doesn't interfere with her action-base for the turn. It does, however, limit her maneuvers on the following turn, but that is better than taking the damage, in my opinion.



#16 Beothuk

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Posted 01 November 2013 - 05:00 PM

I run a 6 ship list with Howl, Mauler and BSPs:

Howlrunner + ARush +Stealth

Mauler Mithel +ARush

2x BSP + Arush

2x BSP + DTF

 

I will advocate AR on BSP at every turn, and have found BSP+AR superior to Night Beast. 



#17 Eruletho

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Posted 01 November 2013 - 05:35 PM

I have several different swarm builds that I like. For example:

 

Obsidian Squadron

Howlrunner (18)

-Vet Instincts (1)

-Stealth Device (3)

Obsidian Squadron Pilot (13) x6 (72)

Howlrunner is hard to kill with 4 agi dice, and she shoots before everyone else at PS 10, while her swarm shoots before academy swarms and is still pretty beefy

 

Obsidian's Honor Patrol

Darth Vader (29)

Howlrunner (18)

-Veretan Instincts (1)

Obsidian Squadron Pilot (13) x4 (52)

This one drops 2 obsidians and the stealth device to add Vader, which may not be the best option, but... Vader

 

Expert Swarm

Howlrunner (18)

-Swarm Tactics (2)

Mauler Mithel (17)

-Swarm Tactics (2)

Black Squadron Pilot (14) x3 (46)

-Swarm Tactics (2) x3 (6)

Academy Pilot (12)

This one, if you can fly it all together, ALL attack at PS 8. Howlrunner goes down? No biggie, they still shoot at PS 7. Still flies 6 ties too, which is pretty potent

 

Elite Swarm

Howlrunner (18)

Mauler Mithel (17)

Backstabber (16)

Dark Curse (16)

Night Beast (15)

Either 5x Stealth Device (15) or Winged Gundark (15)

The 6 TIE version shoots before all other swarms, has a slew of abilities, but has several varying pilot skills and is all 3 hull 3 agi party poppers. The 5 TIE version shores up the defenses a bit by dropping the weakest TIE of the group.

 

Three by Three

Howlrunner (18)

Mauler Mithel (17)

-Veteran Instincts (1)

Backstabber (16)

Scimitar Squadron Pilot (16) x3 (48)

Mauler can get to 4 dice, and shoots with Vader/Wedge/Soontir/Han, Backstabber can get to 4 dice, and easily gets to 3 dice. The Scimitars hurt just as bad as regular ties, but have twice the hull to chew through.

 

Scimitar Swarm

Howlrunner (18)

-Veteran Instincts (1)

Scimitar Squadron Pilot (16) x5 (80)

No idea who bought 5 bombers, but if you did, WOW this squad sucks to kill. Obviously Howl is the first target, but after that, you still have 5 bombers to wear down...

 

I think my personal favorites are Three by Three and Elite Swarm, obviously for different reasons. There's one more build I've been using a LOT that I enjoy, that I wouldn't really classify as a swarm since it's 5 TIEs and not all the same ship, but has been suprisingly consistent and potent:

 

Imperial Attack Flight (cant come up with anything better for this one...)

Howlrunner (18)

Mauler Mithel (17)

-Veteran Instincts (1)

Backstabber (16)

Saber Squadron Pilot (21) x2 (42)

-Push the Limit (3) x2 (6)

This squad HURTS when it gets all lined up. It can get up to the same firepower as 4X's (4 4-dice range 1 attacks) with Howlrunner's rerolls, plus has the zany maneuverable interceptors.


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#18 onebit

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Posted 01 November 2013 - 05:49 PM

A swarm without Howlrunner is like cookies without milk.


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#19 nurglez

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Posted 01 November 2013 - 07:00 PM

A swarm without Howlrunner is like cookies without milk.

So true, though im not a huge fan of milk I do love cookies!

I quite like elite squads, such as fel + 2 bounty hunters, or the 3 aces vader, fel and Turr. 

However I have been trying out swarms, though I only have 5 ties, I do have 3 interceptors and 3 bombers :D

 

TURR'S SWARM
100 points
 
 
Turr Phennir 29 points
Veteran Instincts, Stealth Device
 
Howlrunner 23 points
Swarm Tactics, Stealth Device
Academy Pilot #1 12 points
Academy Pilot #2 12 points
Academy Pilot #3 12 points
Academy Pilot #4 12 points
 
I played vs this in a tournament, and suffered. pretty obvious what it does. I've used it once and really like it.
 
TIE SWARM!
100 points
 
 
Dark Curse 16 points
Academy Pilot #1 12 points
Academy Pilot #2 12 points
Academy Pilot #3 12 points
Academy Pilot #4 12 points
Alpha Squadron Pilot #1 18 points
Alpha Squadron Pilot #2 18 points
 

This was a try at the largest swarm I can do. Managed to win vs a smuggler, b wing, x wing and a wing list, but I wasn't impressed. I've also considered replacing the interceptors with 2 bombers with seismic charges.

 

While I think Turr's swarm is pretty good, Having all PS1 ships can a minor victory in itself sometimes, due to any extra paid by your opponent to modify their PS./

I do really really love Turr, so think my swarms will have to include him as a flanker. but considering I can only run 5 ties unless I borrow some models it shouldn't be an issue :D


ships owned

Empire : 3 Firesprays, 7 Tie fighters, 1 Tie advanced, 5 Tie interceptors, 3 Tie bombers, 2 Lambdas, 2 Defenders, 2 Phantoms

Rebel scum: 4 X wings, 3 A wings, 2 B wings, 3 Y wing, 1 E wing, 2 Z's, 2 Hwk, 1 Falcon, 1 Transport, 1 Tantive


#20 StevenO

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Posted 01 November 2013 - 08:59 PM

A swarm without Howlrunner is like cookies without milk.

 

So it's still something you'll happily consume.  Now some cookies really need milk to be good but there are plenty that don't need milk to be perfectly fine.






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