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Spellscape

TIE swarm help

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"Swarms" sometimes refers to four ships shown in formation but since you are considering ties I assume you mean a list with six+ ships flown out of formation to bump and disrupt enemies. In the past these lists have had one or two named higher PS pilots with good abilities to act as support and aces while te rest father list bumps and disrupts. Usually the grunt ships have either one or no upgrades while the ace has one or two.

 

as for aces Omega Leader and Howlrunner are excellent choices as Omega acts more like an Ace whereas Howlrunner offers support to ships he's flown with. Youngster enjoys a niche appeal but I haven't had great success with him in the past, epsilon leader is decent if flown well. I've seen two aces taken before one usually naked such as Howlrunner in order to add support. However if you want to go the aces route and forgoe formation it may be worth taking a different tie variant with more manoeuvrability.

 

ive used this to some success in the past...

Academy Pilot
Epsilon Squadron Pilot
Epsilon Squadron Pilot
Epsilon Squadron Pilot
Howlrunner
Omega Leader + Juke + Pattern Analyzer

 

best of luck ;)

 

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Maybe I can try

Epsilon Squadron Pilot (15)

Soontir Fel (27)
Push the Limit (3)
Stealth Device (3)
Autothrusters (2)
Royal Guard TIE (0)

"Omega Leader" (21)
Juke (2)
Pattern Analyzer (2)

Academy Pilot (12)

Academy Pilot (12)

Total: 99

View in Yet Another Squad Builder

I just don't have that many TIE fo

Edited by Spellscape

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Drop stealth device on Soontir it's decent with autothrusters but bombs and missiles can knock that off you pretty quickly, if you can bump up Omega leader to a comm relay as it works wonders with juke as you can stack it in early rounds. Then move pattern analyser to the tie F/O. That's my recommendation alternatively bump up one standard tie to an F/O

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2nd List:

Howlrunner can't really get great value out of Expertise so it's better for him to take juke or outmanoeuvre to have more control of the enemies agility dice. Then bump one F/o down to an academy and chuck comm rthe lay on Omega. Gives better attack value however requires some serious arc dodging as once the aces are down the list looses its punch.

 

youngster with Juke or Outmaneuver can cause havoc too but requires some skilled flying

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How many Tie/LN & Tie/FO do you have? I would not put points on Howlrunner except for those that may help her survive longer!! Because of her ability and only 3 hull, she will likely be the first target and only use an offensive ept one or twice. If you have it or can proxy it, I would work in crack shot if possible

Edited by JSwindy

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Looks nice

3 minutes ago, Spellscape said:

Like this?

"Omega Leader" (21)
Juke (2)
Comm Relay (3)

"Howlrunner" (18)
Outmaneuver (3)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Epsilon Squadron Pilot (15)

Total: 98

View in Yet Another Squad Builder

Once you've built this base for your list practise the hell out of it at Ynot Sqadron benchmark.com and in IRL find what suits your play style and adjust accordingly. Then learn what counters your list and how to fly against that. After some touch ups and practise you'll be ready for meat opponents. Best wishes going forward ;)

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7 minutes ago, JSwindy said:

How many Tie/LN & Tie/FO do you have? I would not put points on Howlrunner except for those that may help her survive longer!! Because of her ability and only 3 hull, she will likely be the first target and only use an offensive ept one or twice. If you have it or can proxy it, I would work in crack shot if possible

I have 3 FO and 3 TIE ,1 SF, 2 Defenders , 1 Interceptor , 1 TIE Adv

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Not sure if this is great, but given what you have available in models and assuming you can proxy a few cards I think I would try and run this: 

Swarm with Ace (100)

"Omega Leader" (29) - TIE/FO Fighter - Juke (2), Comm Relay (3), Stealth Device (3)

"Howlrunner" (20) - TIE Fighter - Elusiveness (2)

Omega Squadron Pilot (18) - TIE/FO Fighter - Crack Shot (1)

Omega Squadron Pilot (18) - TIE/FO Fighter - Crack Shot (1)

Black Squadron Pilot (15) - TIE Fighter - Crack Shot (1)

(Fly OL as a flanker and try to save him for the late game) As howlrunner is likely to get burnt down first you could also drop the SD on OL for hull or shield on howl or drop howl all together for a 20pt 1PS Interceptor blocker, with its repositioning it is harder to predict where it will be to avoid and can get into more spots and if it gets to shoot at rng1 gets 4 dice.

 

OR

You could run this list I use (not an official swarm, but is Tie Aces)

FO studs (100)

"Omega Leader" (29) - TIE/FO Fighter - Juke (2), Comm Relay (3), Stealth Device (3)

"Omega Ace" (26) - TIE/FO Fighter - Push The Limit (3), Stealth Device (3)

"Zeta Leader" (24) - TIE/FO Fighter - Wired (1), Stealth Device (3)

"Epsilon Leader" (21) - TIE/FO Fighter - Weapons Guidance (2)  REPLACE WITH: Howlrunner w/ Stealth Device

Edited by JSwindy

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2 hours ago, Quadjumper King said:

What made you interested in swarms?

also has the tie aggressor grabbed your eye?

Yes - I think I'll Have at least 2 . Swarms are so rare - I wanted to try them and they are Empire preferred style in  movies. I've ordered Inquisitor and 2 Strikers but they are in transit still.

Also I have Imperial Assault Carrier but without any TIE or Agent Callus - traded it for 2 Protectorate Fighters for collection

22 minutes ago, JSwindy said:

Not sure if this is great, but given what you have available in models and assuming you can proxy a few cards I think I would try and run this: 

In general I also have almost all Scum ships and some Rebels - so for most lists proposed list I won't need proxy

Edited by Spellscape

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7 hours ago, JSwindy said:

Not sure if this is great, but given what you have available in models and assuming you can proxy a few cards I think I would try and run this: 

Swarm with Ace (100)

"Omega Leader" (29) - TIE/FO Fighter - Juke (2), Comm Relay (3), Stealth Device (3)

"Howlrunner" (20) - TIE Fighter - Elusiveness (2)

Omega Squadron Pilot (18) - TIE/FO Fighter - Crack Shot (1)

Omega Squadron Pilot (18) - TIE/FO Fighter - Crack Shot (1)

Black Squadron Pilot (15) - TIE Fighter - Crack Shot (1)

(Fly OL as a flanker and try to save him for the late game) As howlrunner is likely to get burnt down first you could also drop the SD on OL for hull or shield on howl or drop howl all together for a 20pt 1PS Interceptor blocker, with its repositioning it is harder to predict where it will be to avoid and can get into more spots and if it gets to shoot at rng1 gets 4 dice.

 

OR

You could run this list I use (not an official swarm, but is Tie Aces)

FO studs (100)

"Omega Leader" (29) - TIE/FO Fighter - Juke (2), Comm Relay (3), Stealth Device (3)

"Omega Ace" (26) - TIE/FO Fighter - Push The Limit (3), Stealth Device (3)

"Zeta Leader" (24) - TIE/FO Fighter - Wired (1), Stealth Device (3)

"Epsilon Leader" (21) - TIE/FO Fighter - Weapons Guidance (2)  REPLACE WITH: Howlrunner w/ Stealth Device

Stealth device isn't great with comm relay and juke as usually the evade is used to output damage along with the focus hence it relies on arc dodging somewhat also at range one against most shops these days OL would be dealing with four attack dice so odds are he'd lose the SD anyway.

 

You could drop the black tie for another academy if you use youngster to give out the EPT. youngster allows all friendly ships at range one to three to do the action on his EPT. This requires more skilled flying but with the points you save you can field another academy.

this would look like

"Omega Leader" — TIE/fo Fighter 21
Juke 2
Comm Relay 3
Ship Total: 26
   
"Howlrunner" — TIE Fighter 18
Juke 2
Ship Total: 20
   
Academy Pilot — TIE Fighter 12
Ship Total: 12
   
Academy Pilot — TIE Fighter 12
Ship Total: 12
   
Academy Pilot — TIE Fighter 12
Ship Total: 12
   
"Youngster" — TIE Fighter 15
Expert Handling 2
Ship Total: 17
 

 

99 points

Expert handling allows all the ships near youngster to avoid ordnance which is especially useful as they move second and therefore can remove the TL before they can be shot at which wastes the opponents action and forces them to sling naked dice while also making ordnance useless. If expert handling is used correctly it can help with arc dodging as it gives a free barrel roll (the only repositioning ties have anyway) to OL or Howlrunner or whatever ace you choose to field.

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9 hours ago, Quadjumper King said:

Stealth device isn't great with comm relay and juke as usually the evade is used to output damage along with the focus hence it relies on arc dodging somewhat also at range one against most shops these days OL would be dealing with four attack dice so odds are he'd lose the SD anyway.

 

You could drop the black tie for another academy if you use youngster to give out the EPT. youngster allows all friendly ships at range one to three to do the action on his EPT. This requires more skilled flying but with the points you save you can field another academy.

this would look like

"Omega Leader" — TIE/fo Fighter 21
Juke 2
Comm Relay 3
Ship Total: 26
   
"Howlrunner" — TIE Fighter 18
Juke 2
Ship Total: 20
   
Academy Pilot — TIE Fighter 12
Ship Total: 12
   
Academy Pilot — TIE Fighter 12
Ship Total: 12
   
Academy Pilot — TIE Fighter 12
Ship Total: 12
   
"Youngster" — TIE Fighter 15
Expert Handling 2
Ship Total: 17
 

 

99 points

Expert handling allows all the ships near youngster to avoid ordnance which is especially useful as they move second and therefore can remove the TL before they can be shot at which wastes the opponents action and forces them to sling naked dice while also making ordnance useless. If expert handling is used correctly it can help with arc dodging as it gives a free barrel roll (the only repositioning ties have anyway) to OL or Howlrunner or whatever ace you choose to field.

I think that you've misunderstood how Youngster works. He allows friendly Ties at range 1-3 to *perform* the action on his upgrade card, meaning that they can use it as their action.

I'm a big fan of this mini-swarm, personally, though you don't have the ships or cards to fly it.

TIE/fo Fighter: · "Epsilon Ace" (17)
     Targeting Synchronizer (3)
TIE/fo Fighter: · "Omega Ace" (20)
     · Swarm Leader (3)
     Comm Relay (3)
TIE/fo Fighter: · "Zeta Leader" (20)
     Predator (3)
     Comm Relay (3)
TIE/fo Fighter: · "Omega Leader" (21)
     Juke (2)
     Comm Relay (3)
-- TOTAL ------- 98/100p. --

Now, it had three Comm Relays which you won't have, and four FOs. You can drop the relays off of Zeta Leader and Omega Ace, and drop Epsilon Ace entirely. That gives you 26 points to work with. I'd put the targeting synchronizer on Zeta Leader, and drop Predator down to Wired, giving 25 points to work with.

When your Striker arrives, that is just enough points to throw in a VI/Lightweight Frame Pure Sabaac, making the list even more dangerous. Unlike traditional swarms that seek to overwhelm, this list just wants to hit hard on the first pass or two, and hope that it does enough damage for its closers to mop up.

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Played with slightly modified list (using what I have)

"Howlrunner" (18)
Elusiveness (2)

"Winged Gundark" (15)

"Omega Leader" (21)
Juke (2)
Comm Relay (3)
Stealth Device (3)

Omega Squadron Pilot (17)
Crack Shot (1)

Omega Squadron Pilot (17)
Crack Shot (1)

Total: 100

View in Yet Another Squad Builder

against

Poe Dameron (PS9) (33)
Push the Limit (3)
R2-D2 (4)
Integrated Astromech (0)
Black One (1)

Rey (45)
Expertise (4)
Finn (5)
Engine Upgrade (4)
Millennium Falcon (TFA) (1)

Total: 100

View in Yet Another Squad Builder

I've lost  but anyway learned much about swarm movement and formation 

Also I really don't understand how to kill Poe or similar ace with swarm

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