Introduction
Article by @Kieransi
Hello, and welcome back to the Salt Mines
X-Wing Podcast blog page! In this article, we would like to continue our discussion
of swarms.
Lat time
we talked about swarms as a win condition, and how they essentially are lists
that want to joust the arc dodgers and arc dodge the jousters, essentially creating
a turret through strategic placement of many arcs. This is best shown through
the creation of the box and use of the box as a win condition.
This time,
we’d like to spend some time talking about a topic that is commonly used as
podcast filler content: listbuilding. Let us be clear right now: general listbuilding
can sometimes get kinda boring. It is completely possible to go
look up a list that has won online and fly that, so the listbuilding phase is not
some sort of skill that should drive who wins the game, it’s more of an impediment that can cause you to lose. What is interesting and relevant about listbuilding is
understanding why a list works, and what the list is doing that makes it work.
How are the pieces of your list coming together? Why does your list work? Is
there a piece that you can trade out for something else that would make it
better?
Listbuilding with Swarms
It's perfectly acceptable to fly something that
other people have discovered works. Which is not to say you shouldn’t experiment.
All we’re saying is that there’s always a couple good swarms at any given time,
so you don’t need to reinvent the wheel. At the time of writing, some form of
carrier for Admiral Sloane and four 34-point 3-die-rolling generics is a good
Imperial swarm, and Drea Renthal and a whole bunch of Quadjumpers, Z-95s, M3-A’s,
or other cheap filler is a good Scum and Villainy swarm.
Where the
true importance of listbuilding comes in is understanding why these things
work. What is the best Sloane carrier? Is Whisper best for being able to
defensively token stack and protect Sloane? Is it Echo for greater
maneuverability? Is it Sai for increased offense and action economy? Should
your Lambda have Tractor Beam to decrease the defense of the enemy?
So with
that in mind, let’s jump in and examine some general elements of swarm ships.
A Brief Discussion on Archetypes
Many of
you have probably heard the old rock paper scissors metaphor for X-Wing. You’ve
got arc-dodgers, turrets, and jousters: the arc-dodgers don’t let the jousters
play the game, the jousters punch the turrets in the face, and the turrets don’t
let the arc-dodgers do their job. That is extremely boring and bad for the game
taken to its logical conclusion. Hopefully nobody wants a game that is won in
the listbuilding phase. If you sit down at the table and know that the game is already
over based on your matchup, where is the fun in that? What is important about
this metaphor is to understand its implications on ships, which is that individual
ship elements fill specific roles in a squad, and are better at different jobs.
The jobs
ships can do are most certainly not the three we’ve all heard. Turrets are
essentially arc-dodgers, because their real advantage is not having to face
their opponent to shoot, and thus they can outmaneuver the enemy. This is slightly
different from an ace such as Soontir Fel that gets to reposition twice after
everything has moved, but it still more or less falls under the same category
of ships that pay extra to have a positional advantage (we’ll call this whole
category “reposition” for simplicity). This leaves jousters, which are better
classified as “efficiency”. Anything that the various forms of mathwing could
have predicted were good can fall under this category – it essentially boils
down to how many points of MOV your ships statistically lose and gain in combat,
mostly ignoring positioning. Finally, we have the third often forgotten category,
“control”. Denying your opponent options is a crucial aspect of the game and
can take many forms. Most obvious are the things that assign red and orange
tokens to the enemy, such as tractor, jam, and stress. But other forms of
control are baked into the inherent statlines of ships and upgrades. For example,
low-initiative ships can control the enemy by blocking them. High-initiative
ships are also a form of control as they deny your opponent information: for
example, Wedge is more of a control element against Guri, rather than a repositioning
ace. He denies Guri the knowledge of his final location, and thus reduces the
effect of her high amount of reposition options. Finally, arcs are a form of
control – Proton Rockets and Heavy Laser Cannons severely punish your opponent’s
ships for being in a specific spot, forcing them to move away.
These
three elements, reposition, efficiency, and control, never exist in isolation.
All ships have some quantities of all three. However, this is an almost
entirely wrong way of thinking about ships. What is more important is
discovering in each matchup how to make your ships fill these roles and use
these elements to your advantage. You might be bringing X-Wings for their efficiency,
but if you run into something joustier like Kimogilas your X-Wings might have
to use their relative repositional advantage more. As a simple example.
Using this
to help figure out your win condition is important. It means that you are
always ready to follow different strategies with the swarm. Last time, our Z-95
Headhunters spread out a wide net to force Whisper to joust us, since we were
at an advantage in terms of efficiency. But we also controlled Sai with our
placement, causing blocks and denying actions. If we’d run into a list more efficient
than ours, we might have used the barrel rolls more.
One thing
we will say about listbuilding here is that mixed swarms are a pretty good
idea. Identical generics look cool and are easy to build, and also have the
advantage of messing up an opponent’s targeting priority (they can’t quickly
choose one ship to destroy to decrease your squad’s effectiveness and so often
end up splitting damage across ships and helping you win). But having a sort of
toolbox of various swarm ships is often a very good idea, such as adding in
some ships with higher reposition ability as flankers, or some ships with
better control elements.
An Example of a Mixed Swarm with All
Three Elements
Here we
show off a swarm that has all three elements that we’ve been talking about
here. Neither list here is what we’d consider competitive at the highest tier,
but they make for an interesting game. In our list, the Starwings serve as a control
piece, allowing us to tractor enemy ships into the box. Interceptors serve as
flankers, allowing us to quickly build boxes using their superior reposition
options. Finally, the Bombers serve as our efficiency elements, offering tons
of health for a low price, and their 2-dice attacks might do damage when paired
with the tractors of the Starwings.
Our list:
Nu Squadron Pilot 35
XG-1 Assault Config. 0
Tractor Beam 3
(x2)
Nu Squadron Pilot 35
XG-1 Assault Config. 0
Tractor Beam 3
(x2)
Alpha Squadron
Pilot 34
(x2)
(x2)
Scimitar Squadron
Pilot 28
(x2)
Opponent’s
list:
Warden Squadron Pilot 40
Barrage Rockets 6
Skilled Bombardier 2
Proton Bombs 5
Warden Squadron Pilot 40
Barrage Rockets 6
Skilled Bombardier 2
Proton Bombs 5
Luke
Skywalker 62
Supernatural Reflexes 12
Servomotor S-Foils 0
Supernatural Reflexes 12
Servomotor S-Foils 0
Sabine
Wren 38
Crack Shot 1
Crack Shot 1
Captain
Rex 32
This game,
our opponent has chosen to give us the first player, so we place our entire
list first. We place our list in a wide phalanx that can move to engage anywhere
on the board:
Our
opponent sees this set up on the right side of the board and places the
joustier elements of the Rebel squad on the opposite side and the aces in the middle
so they have more options:
On the
first turn, we pivot the squad in towards the center, preparing to build a box
around the opponent’s squad:
Our
opponent moves both sets of ships straight forward. Next turn, we decide to
build a box for the aces, in case they go through the middle of those two large
rocks:
Our opponent
is a smart player though, and sees this box forming. Sabine and Luke both bail
out to the side using their pre-maneuver rolls and boosts (both had dialed in
straight maneuvers again):
In the
first exchange of shots, the Starwing is exceptionally unlucky and loses all
three shields to Luke, and the Interceptor is lucky and avoids Sabine’s entire
shot. However, Sabine is not free of the box. She is unlucky in her rolls
against the Starwings, which tractor her right into the box, and she loses a
shield on the rock. The box
then has no trouble finishing her off, since her agility is now 1. Next turn,
the box pivots to go after the K-Wing and Rex:
The K-Wing
is blocked and then Rex is blocked into the K-Wing. Unfortunately for our
opponent, since we have the first player, we get to tractor the K-Wing onto the
rock and deny its shot:
Both the
K-Wing and Rex take damage and the swarm is untouched, as Luke could not turn
around quickly enough. Next turn, the red Interceptor uses its low initiative
to intentionally block the blue Bomber and prevent either from hitting the rock, which allows another
box to set up to kill the K-Wing:
The K-Wing’s
bomb does some damage to the yellow Interceptor, but the K-Wing is destroyed this
round. Next round, the yellow Interceptor uses its double reposition to be out
of the way of the other ships turning around, and the swarm is in good shape for
the endgame:
Hopefully
now you have a good idea of how disparate elements can work together towards a
common goal in a swarm. Some questions to ask about this battle are:
If we had brought
only Bombers, would this have gone as well? Or only Interceptors? Or only
Starwings?
How might our
opponent have approached differently? Are there particular ships that should
have been targeted first? Is it possible to approach the swarm without the
Starwings controlling you into the box?
What are
the different elements in the opponent’s squad? How might these elements also
be used to build a box using control, efficiency, and reposition? Does the
opponent’s squad count as a swarm too?
Article by @Kieransi

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