heliodorus04 166 Posted February 5, 2016 (edited) I'm kind of the player who likes playing Imperial more, even though I have more success with Rebel for some reason. I've always liked swarms, though (even Rebel). So the Gozanti comes with new pilots that have pulled me in and forced me to learn to fly them. 'Omega Swarm' Omega Leader - Juke Howlrunner - Determination Scourge - Determination Wampa Chaser Academy Pilot It costs 100 points. 2x Init 8, 1x Init 7, 1x init 4, 1x Init 3, and 1x Init 1 It can be difficult to fly with the initiatives all over, and I have found that flying it in two swarms at setup makes the alpha strike more flexible to maneuvering. I like to fly Wampa as a 'wildcard'. I have learned not to be over-attached to Howlrunner's re-roll. There's enough to bump, and you end up with plenty of range for Howlrunner at various times. It has been fun and diverse so far. It can be very difficult for an enemy to prioritize the right target at the right time. Edited February 5, 2016 by heliodorus04 1 Magnus Grendel reacted to this Quote Share this post Link to post Share on other sites
Magnus Grendel 10,578 Posted February 5, 2016 I'm not sure Determination is that great. I used to use it on Howlrunner to protect her pilot ability, but that critical doesn't exist anymore. Those 2 points could either buy you veteran instincts for both, Decoy for scourge (good to put him last in the firing order), or a Targeting Computer for Wampa (good for independent operations). Quote Share this post Link to post Share on other sites
Verlaine 1,647 Posted February 5, 2016 Swarms often find themselves K-turning. How about swapping Determination for Cool Hand? Quote Share this post Link to post Share on other sites
Keffisch 2,642 Posted February 5, 2016 Or Crackshot. Quote Share this post Link to post Share on other sites
Verlaine 1,647 Posted February 5, 2016 Yes, or Crackshot indeed! I just figured that Howlrunner could use something defensive. Also, given all the stress lists, Cool Hand might make her less of a first priority target. And there are the obvious advantages next to Omega Leader. Quote Share this post Link to post Share on other sites
Magnus Grendel 10,578 Posted February 5, 2016 If you want something defensive for Howl, consider Juke. The offensive boost is effectively non-existant for Howlrunner, but it makes it far more likely that an opponent will spend their focus token against Howl's attack - which means no focus token left when the rest of the swarm's shots come a-rolling in. Plus she gets to evade every turn to keep herself alive for a turn longer than she would have otherwise. 1 Verlaine reacted to this Quote Share this post Link to post Share on other sites
blade_mercurial 2,091 Posted February 5, 2016 The most important change I would suggest is getting comm relay on Omega Leader. OL's action efficiency suffers big time when forced to take an evade as his action each turn (he needs to TL for his ability to take effect). I would drop determination off of Scourge and change chaser into another academy to make it happen. 1 zerotc reacted to this Quote Share this post Link to post Share on other sites