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GreenDragoon

[2.0][Imperial]TIE miniswarm of 6

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Swarm of 6 at 199pt. I am probably not the first to think of it, but here it is:

"Howlrunner" (40)Swarm Tactics (3)
"Scourge" Skutu (32)Swarm Tactics (3)
Seyn Marana (30) Marksmanship (1)
Gideon Hask (30)
Del Meeko (30)
"Wampa" (30)

View in Yet Another Squad Builder

All I need to do is to get a ship below IN5 (or shooting after me at least) to be in the bullseye of Seyn Marana (IN5 b/c of swarm tactics), who will guaranteedly deal a face down damage card and damage this attacker. Wampa gets an IN5 shot, too, using his ability to attack with 3 dice. Gideon attacks with 3 dice. Scourge gets maybe 3 if he has the bullseye, too. And Meeko provides defensive bonus for all against that damaged ship.

I'm not sure whether those three 3dice attacks are better than 1.5 more TIEs.

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1 hour ago, Tbetts94 said:

Iden and Howl are attached at the hip. Absolutely need them together.

Yes, I know. But are they really?

Switching to Iden means removing two shots at I5, and probably both with three dice and double mods. That, too, could prevent an entire attack.

I think you are right for many cases, but I would also say that there are metas where I‘d rather take the shots at I5. For example against another swarm.

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2 hours ago, Magnus Grendel said:

Thing is; Seyn and Skutu don't really like Howlrunner. Both of them need to bullseye an opponent, which is a problem when trying to fly them in a tight 'brick' (which is what howlrunner wants you to do).

Seyn doesn‘t care though. With marksmanship, an unblockable crit is basically guaranteed.

My thinking was that I can fly Scourge either right behind or in a way that the bullseyes are more or less adjacent. Then it‘s harder to evade both.

I completely agree that the list is a bit too gimicky and suffers against higher PS aces

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40 minutes ago, GreenDragoon said:

Seyn doesn‘t care though. With marksmanship, an unblockable crit is basically guaranteed

If you can bullseye an opponent, because you need that to trigger marksmanship.

I'm not talking about her specifically needing howlrunner's reroll so much as the rest of the swarm getting in her way, preventing her manoeuvring at will without causing an unpleasant car-crash (and ditto for the range 1 swarm tactics choke-chains); if you can't line up her shot, Del & Gideon lose a lot of their punch, in turn.

 

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1 hour ago, Magnus Grendel said:

If you can bullseye an opponent, because you need that to trigger marksmanship.

Of course. The list really wants that to happen. This can be a trap for me if I chase it too hard. But it can also be a trap for my opponent who might focus too much on preventing that damage. In the end, Howl, Scourge and Wampa also shoot at I5 and can damage a ship. In that case Del and Gideon provide the normal advantage.

That raises the question why even include Seyn and not just split into Iden and an academy.

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It would then look like this:

Total: 199

"Howlrunner" (40)
"Scourge" Skutu (32)Swarm Tactics (3)
Iden Versio (40)Marksmanship (1)
Del Meeko (30)
"Wampa" (30)
Academy Pilot (23)

View in Yet Another Squad Builder

This version has Iden and 3 attacks at I5. Any ship below I5 or if I'm assigned initiative will very likely be damaged* and Meeko gives the defensive reroll to everyone.

It is also easier to fly because it has 2x5, 2x4 and 2x1 initiatives

 

*damaged is defined as "at least one damage card assigned". 3 attacks with 1-2 mods means around 6 hits rolled. Assuming 1 evade on each attack means I do not damage a ship with 3 shields, which seems to be quite common.

Edited by GreenDragoon

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