Introduction
What is a Swarm?
We won’t bother with the definition of an ace, but we will go ahead with the definition of a swarm. Generally, people consider a swarm to be any list that contains five or more ships. However, four ships can also play in a somewhat swarm-like manner, so we will move on to a different definition, although this definition is a good place from which to start.
Article by @Kieransi
Hello, and welcome to the Salt Mines X-Wing
Podcast blog page! In this article, we would like to discuss a list archetype
and method of play that players often shy away from: swarms.
Many
people have told us outright that they do not wish to ever fly a swarm, because
a swarm is too many things to keep track of, too hard to use, or take too long
to play. But swarms, with a few tricks, are in fact very manageable, easy to
use, and play rather quick and exciting games.
One big problem with swarms for a lot of folks is the lack of "ace play", dodging arcs using high initiative and reposition actions, which is a source of an adrenaline rush for most players. But nothing ever gets to move last all
the time – even Darth Vader with a hundred-point bid could expect a
mirror-match (well, if that list were good). Some of the best “aces” in the
game in fact don’t usually move dead last, such as Guri, Luke, Boba Fett, Whisper,
and soon, Kylo Ren. Without going too far down the rabbit-hole of seeking the
ever-elusive definition of an ace, we posit that some things are best thought
of as being aces that just move first. It is possible to move first and put
yourself in such a position that your opponent’s ship, moving last, cannot
extricate themselves from an unfavorable exchange of dice. So, from a certain
point of view, a generic A-Wing or TIE Striker is still an ace. We're still reacting to our opponent's moves (it's not just a single player game, even though sometimes the process of forming a killbox seems like one). Keep that
thought in mind as we continue.
What is a Swarm?
We won’t bother with the definition of an ace, but we will go ahead with the definition of a swarm. Generally, people consider a swarm to be any list that contains five or more ships. However, four ships can also play in a somewhat swarm-like manner, so we will move on to a different definition, although this definition is a good place from which to start.
There is a
common misconception of swarms that is often the first thing people think of
when they hear “swarm”. Everyone at some point has likely seen, heard, or
played against the Howlrunner TIE Fighter swarm of old, with perhaps tales of
the first few months of X-Wing, where large pike squares of TIE Fighters would
charge at each other from across the board in a noble and honorable joust. But
this is not what a swarm is. In fact, Howlrunner and Jonus swarms are more
fitting of the large-base ship archetype, as many smaller ships form up into a
large block and are forced to fly together, with essentially one giant arc,
that can be readily dodged. Granted there is some nuance to these lists, but
they are not true swarms.
Identical
generics are also often used as a definition of a swarm. Many generic pilots,
with the same build, working together. This ties into the win condition, and is
an important aspect of a swarm, but is not essential to a swarm.
Efficiency
is also a decent definition of a swarm. Swarms often rely more on their
efficiency of firepower than their reposition or control abilities. However,
this is not always the case. Many swarms involve lots of reposition elements
(see A-Wings and “aces that move first” in the preceding section), or control
elements, such as Quadjumpers for example, or the ability to create area denial
with potent range-limited weapons like Proton Rockets.
All of
these common definitions, although usually correct, are only true because they
are analyzing the surface of the swarm, rather than the root cause of these
features. Ultimately, the best definition of a swarm is through the box, and
the win condition, as discussed below.
Preliminary Analysis – the Win
Condition
Before
even beginning to talk about the game itself and how it is played, we need to
talk about the win condition. Many “ace” lists have a specific win condition of
keeping a particular ship alive until the endgame, and other lists also have
specific win conditions based on early game, midgame, and endgame.
Swarms
generally are less concerned with this sort of definition. They have to make
sure that aces cannot arc-dodge them in perpetuity in the endgame, and they
have to make sure that more efficient jousting-based squads do not kill too
many of them before they can shoot, thus upsetting the damage curve in the
early game. But essentially, the swarm’s win condition is to destroy lots of
the opponent’s ships in the midgame. Which, if you think about it, is a very
basic win condition. Do damage, destroy things, win.
What is
important about this though is that in the midgame, swarms do not do damage by
jousting in a giant block, nuking things with a salvo of shots, and then slowly
wheeling the squadron around. They win using the box.
The box is
a term that has arisen as a descriptor for when there are many different ships,
all pointed in slightly different directions, encircling a ship’s location and
preventing any escape from taking damage. The most important feature of good
box play is that the box can continue to shift and move around dynamically,
with all of the ships working together to essentially shift the box around the
board, perpetually pointed at the opponent’s unfortunate ship. This is the true
definition of a swarm.
The other
definitions play into this. The swarm needs to be efficient enough that taking
away the opponent’s ability to maneuver away from the line of fire actually
creates a favorable exchange of dice. Five or more ships also plays into this –
as we will demonstrate, less than four ships have a far more difficult time
effectively setting up a box. Having more than four allows the swarm to take a
hit early on and still build boxes. Identical generics is also important for
this as it doesn’t allow the opponent easy target priority and makes any route
of attempted escape equally deadly. But as we will demonstrate, the box is the
true root of all of these definitions.
Building a Box
To build a
box requires some setup and attention to some basic rules. The most important
rules of box building are:
Rule #1:
Do not fly in a block. Yes, setting up in a grid with a range ruler’s width
between your ships looks really cool and mathematically pivots nicely. But
unless you have a ship with an ability that helps friendly ships at range 1,
why are you all at range 1 of each other? Don’t intentionally make your swarm
easier to dodge.
Rule #2:
Do not joust things that do more damage than you. This includes lots of
ordnance and device-based lists. Trajectory Simulator bombs and high-initiative
Proton Torpedoes can make swarms very sad in the early game, and ruin your
chances of that midgame victory.
Rule #3:
Do not try to build boxes around entire swarms that are more efficient than
yours (be able to recognize when your ships are the ace, and when they are the
box).
Rule #4:
Stick together. Don’t send that lone TIE Fighter over there to take a shot at
Boba, even if that’s its best maneuver. Stick to the box you’re building around
Guri.
Rule #5:
Stagger arcs. This ties into Rule 1 but is a very practical way to look at box
formation. We will demonstrate more examples of this.
Other than
Rule #1, these rules are not in any particular order. But please please please
pay attention to Rule #1. It makes us very sad when people don’t follow that
one.
A Quick Example of a Box
This
article is already getting a little long, but we’d like to very quickly show a
specific example of what we’ve been talking about. Here, we are demonstrating
quickly a game between a Z-95 swarm and an Imperial Aces list.
Our list:
Tala Squadron Pilot 25
Shield Upgrade 6
Predator 2
(x6)
Tala Squadron Pilot 25
Shield Upgrade 6
Predator 2
(x6)
Opponent’s
list:
“Whisper” 52
Juke 4
Collision Detector 5
Darth Vader 14
“Whisper” 52
Juke 4
Collision Detector 5
Darth Vader 14
“Duchess” 42
Predator 2
Fifth Brother 12
Predator 2
Fifth Brother 12
Lieutenant
Sai 47
Emperor Palpatine 13
ST-321 6
Emperor Palpatine 13
ST-321 6
Skipping over rock placement in this article, let's imagine we have the following board:
We place
our squad in a loose formation at the right side of the mat, our opponent places
on the left, trying to flank. This is relatively common for ace lists:
We begin
to slowly pivot our squad to face them. This is when we use barrel rolls the
most, seen in that leftmost pair of Z-95s:
Our
opponent has begun the flank:
Next turn,
we start to set up the box:
Our
opponent continues the flank, with Duchess bailing out:
A few
shots are exchanged here but end up being largely inconsequential. Next turn,
we set up the box. There are two possible routes for Whisper to take, either
decloak to our right and 1-hard past the rock, or decloak forward and turn in. We
set up a box around the first of these options, that can also catch the second
one:
Notice
that Whisper has chosen the second option. This is still ok though, as we can
exchange shots. Whisper 2-hards around, focus-evades, and Duchess and Sai shoot
some Z’s from the sides. Sai takes some damage, Whisper is largely unscathed by
the pot-shots, losing 1 shield. Next round though, the box is complete. Whisper
can only decloak forward, and the swarm is ready for her:
Whisper
1-hards in, as she was looking to have both an arc-dodge and a shot. She can’t barrel roll out of
all the arcs, so she focuses for defense. Sai has been blocked, and Duchess
continues to attack the Z’s from behind. It is predicted that Whisper dies this
round, as does at least one Z:
Note that this is now the midgame, and the Z’s are in a good position for next turn:
Now hopefully you have a good idea of what swarm and box play looks like. Some thought exercises on this example:
Now hopefully you have a good idea of what swarm and box play looks like. Some thought exercises on this example:
If we had
set up in a big block, how would this have gone differently?
How might
we have approached better? Would Whisper have avoided any of our arcs if we
went slower that turn?
How might
our opponent have approached better? Was it possible to avoid all these arcs?
Please
join us next time for a discussion of swarm listbuilding and different swarm
archetypes, and another example of a swarm game.
Article by @Kieransi
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