This writeup is a bit late (Balder's Gate 3 has been distracting me), but better late than never! Several weekends ago, I managed to attend our second X-wing store championship for this year. Like the previous event, we hit exactly 16 players, and were able to play for the worlds invite. The previous event taught me that snapshot was complete trash, but TIEs and Interceptors are still great ship chassis. I decided to modify my list from the previous even, swapping out all the costly named TIEs for some generics, supported by Iden with a thread tracer.
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| Even at cost 4, I'll never give her up! |
My List:
Iden recently received a (well deserved) nerf from cost 3 to cost 4, but I still think she's worth taking if you're bringing any TIE Fighters. Her ability is just incredibly disruptive to your opponent's plans, and can cause them to overthink it's use, or straight up take poorer shots to avoid it. She can also bring Thread Tracers and Ruthless to give your TIEs locks. Overall she's a very nice support piece.
Downgrading all the expensive snapshot TIEs to 2-cost generics allowed me to fit an extra TIE into the list. An extra ship is always useful, especially with the scenarios.
I decided to just keep my previous Second Sister, and Lorrir builds. I think enduring on Lorrir is fine, but the Thread Tracer loadout on Second Sister is probably better used to just get Hate, or Malice. Even so, both the interceptors were standouts in all my games, flexing into scoring, baiting, tanking, and/or dealing damage; It's just a great chassis.
Round 1: Assault at the Satellite Array
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| Game 1: Setup. |
My opponent had a squad of five PS4 Republic pilots in; Slider, Padme, Wollfe, Shaak Ti, and Hawk.
Setup is shown above. I did my usual swarm setup, having them on one side to joust into the objectives. The interceptors were deployed on the other flank to cap objectives, and/or rush over to support the swarm.
My plan was to have the TIEs focus down the ARC and LAAT as fast as possible. Second Sister and Lorrir were going to converge, and kill Slider as quickly, before swinging into a flank position (all the while scoring the right-side objectives).
The game pretty much played out as I planned. In the first engagement, I fired a thread tracer at Padme, and the swarm took some early pot shots at her (since they couldn't concentrate on Wollfe). They failed to do any damage, so I still committed the TIEs to the Wollfe, and later Hawk. Slider clipped a rock on the second turn, and died to Second Sister, and Lorrir's combined fire. I sent the right-most Black Ace off to contest the central objective, but he died the next turn to Wollfe's shot and a triple green-dice blank out.
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| Game 1: Turn 3 planning phase. |
Next, the swarm slotted in behind Wolffe, and obliterated him with some help from the two interceptors. The game snowballed from there, with Hawk dying to the swarm soon after (he got trapped, and blocked in front of the TIEs). It was just a case of locking down the remaining points via the objectives.
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| Game 1: The final turn. |
Game 1 Result: Win 22-8
Round 2: Chance Engagement
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| Game 2: Turn 2 planning phase. |
Round 2 was against another very experienced X-wing player. In a throwback to 1.0 and 2.0 X-wing, my opponent had a triple(ish) ace squad. This included Anakin, Obi Wan, and Ahsoka, all in the Delta-7B. That's some insane manoeuvrability, with force, and 7 HP (with a shield upgrade). Even worse, the mission was Chance Engagement, which means I had very little objective pressure to put on my opponent.
As with all triple-ace games, it comes down to getting an early trap on one ace, and deleting it quickly, so you then have a large number advantage against the other two. You can then bully, and control the remaining two aces. If you fail that trap, or your opponent lucks out, and escapes, it become an uphill battle. You then typically spend the rest of the game scattered, slowly being baited, and switched, while getting chipped away, or straight up PS-killed.
The gas clouds ended up in a "7" shape as pictured above, which was going to cause me issues as soon as I tried to cross it with the swarm. Worse still, I won the roll-off and needed to deploy my swarm before Ahsoka. I setup the swarm on one side, ready to push into the centre, or cut across my board edge. Second Sister and Lorrir were deployed on the other side to try and bait the aces in. My opponent obviously setup his ships in a loose squad in the opposite corner to my swarm, directly opposite Lorrir, and Second Sister. This wasn't his first rodeo!
Round 1 my TIEs turned in to reinforce my Interceptors, which both just stalled to see what the aces would do. My opponent wisely ended all three of his ships in position to either turn into the centre of the board, or come at my interceptors (pictured above). Turn 2 saw Ahsoka move into the middle of the map, safely flanking the swarm, while Anakin turned to follow her. Obi wan stalled to be cagey, and possibly flank down the other side. Obi wan, and Second Sister traded shots (he lost 1 shield to nothing).
At this stage I had two choices. The obvious move was to commit the swarm to Obi, and try and trap and burn him down. This was risky, as he was in prime position to disengage and bait the swarm to chase him. Alternatively, I could turn into the centre, and commit to Anakin, hoping this would throw my opponent off. In the end I chose to shift focus to Anakin, who dodged a block with a 4 K-turn. Luckily he didn't have bullseye, and remained stressed. The interceptors moved into position behind Anakin, and Obi wan just lazily turned into my swarm and got an easy flank. This is the danger of playing an experienced opponent. They sometimes call your bluffs.
This was my trap moment. Anakin got gummed up by the K-turning swarm and took a bunch of damage with help from Iden's tracer. Iden was, in turn, hammered by a slooping Ahsoka, and Obi, but lived. Next turn Anakin was again gummed up by the swarm and failed to kill a 2 health TIE to limit the return shots. He then died to the swarm for the cost of Iden. My trap was successful and I could now bully the remaining aces with my superior numbers. Even still, they put up a fight.
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| Game 2: The final turn. |
In the final combat phase, Obi wan managed to finish off a 1 health TIE. Second Sister's R1 attack PS-killed Ahsoka, and Obi wan was halved by the remains of the swarm, which got me over the line. This game was on a knife's edge the whole way through. One roll different, and it could have easily been a loss. Gotta love a close game!
Game 2 Result: Win 22 - 15
Round 3: Salvage Mission
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| Game 3: Turn 2 activation phase. |
My opponent had Han with Bistan, Lando, Keo, and A-wing Wedge. Obviously this game the double-shooting Han had to die ASAP.
Again my swarm deployed on the left side, with the two interceptors deploying on the right. In a difference from my usual deployment, I had one TIE deploy on the far right to swoop in and pick up a nearby box. Han ended up deploying near the swarm, with Wedge for support, and Lando was opposite my Interceptors. Keo deployed in the middle to stall and pick up a box I placed near my opponent's side. I like to stick a box deep in my opponent's side in this scenario. It often forces my opponent to have a ship delay fighting to hang around and pick it up, which can be annoying if they don't have a dedicated filler ship. Good rock placement can exasperate this, and keep a ship out of the fight for several turns.
Turn 1 my TIEs slow-rolled forwards, and the interceptors moved quickly to converge on Han. The lone TIE moved up to snatch a box. On the other side, Han moved forward, committing to a restricted flight path, which cemented my plan to attack him first. Wedge slow-roll forward, Lando moved fast up the board, and Keo stalled to grab the deep box next turn.
The next turn, My swarm slow-rolled, grabbing a box, while the two interceptors moved in to cut off Han's retreat options. Wedge raced down the flank to dodge the swarm, Lando slow-rolled in, and the lone TIE, and Keo both moved slowly forwards, grabbing their boxes. Han moved 1-forward into my web of firing arcs, and lost a huge chunk of his health, ending with 4 hull point remaining. On my side, Second Sister, and Iden both took two hits each, and Han shot the box off one of my TIEs.
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| Game 3: Turn 2 combat phase. |
After such a one-sided turn of damage, all my TIEs converged to cut-off Han's movement options, and keep him trapped in front of the swarm. He had nowhere to manoeuvre, and died in the combat phase, costing me Iden's charge. I also managed to chip some shields off of Lando with Lorrir, and a Black Squadron's shot.
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| Game 3: Turn 4 planning phase. |
On turn 4, Lorrir positioned himself to Block Lando from bugging out, and the swarm turned in to face him. The two A-wings continued to chip away at my TIEs, but couldn't prevent Lando from taking a walloping from the swarm. This culminated in 3x Crits which left him Wounded, with a Fuel Leak, and a Loose Stabilizer. On my side, Second Sister's luck ran out and she exploded in a spectacular crit-chain fireworks.
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| Game 3, turn 6 combat phase. |
The next turn, Lando overshot the swarm, suffering the stabilizer crit, and gambled on taking a rotate action before boosting away. Unfortunately, he suffered the wounded pilot stress, preventing his escape. He lost his final 2 hull to the swarm, and that was game.
Game 3 Result: Win 21-9
Round 4: Scramble the Transmission
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| "You have elected the way of... pain!" |
In the final round I was playing against another undefeated, experienced, and regular opponent. He had a fully kitted out Dooku, Cad, Durge, and the ever present Grievous. It was exactly the kind of list TIEs hate to see: lots of accurate 3 & 4-dice attacks, with squirrelly ships. My plan was to use my superior numbers to control the objectives, and try to focus Dooku down early (when in doubt, kill the Palp-shuttle).
My TIEs deployed on the right side, opposite Dooku, with Second Sister in the centre, and Lorrir on the far left. Dooku was opposite my TIEs with Grievous, and the two Rogues were opposite Lorrir.
The first turn Dooku bailed on the joust by decloaking, banking towards the centre of the board, and recloaking. Grievous stalled to claim the nearby objective the next turn, and the Rogues moved down the left side. My TIEs shot 5-forward, while Lorrir and Second Sister stalled on my left flank, and middle respectively.
Turn 2 saw Dooku launching a squad of Mandalorians to harass my swarm. Dooku stayed cloaked, and moved into the centre of the board, taking control of the central objective. Lorrir raced down the left side to block, or overshoot the Rogues, taking control of the objective in the process. My swarm did a bank manoeuvre to get around a rock, with one TIE peeling away to turn before the rock. Grievous clipped a debris cloud with a 1-hard, and was unable to claim the nearby objective, and Cad rushed to the middle of the board. Second Sister zoomed into the centre to take control of the objective, but collided with Dooku. In the combat phase, Dooku spent all his force to dodge attacks by the Swarm. A TIE dispatched the freshly launched Mandalorians, and Grievous lost a shield to a lucky long-range TIE shot.
The next two turns their was heavy fighting around the middle of the board, with the swarm, Grievous, and Dooku taking damage. System-wise Dooku launched a second squad of Mandalorians to avenge their fallen brethren. Cad's K-turn was blocked, so he blew up several obstacles as revenge (to minimal effect). On the outskirts, Lorrir continued to stall and tie up Durge, while keeping control of the left-most satellite. I had also peeled off another TIE to take the satellite in the top, right, corner. This was in keeping with my overall plan. Since Dooku had stayed cloaked, and dodged a lot of the swarms damage, I was committed to winning this match via the objectives, and maybe an opportunistic kill.
The game-state at turn 4:
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| Game 4: Turn 4 combat phase. |
The following turn, Dooku stayed cloaked, and 3-slooped to get into an attack position for next turn. The dogpile in the middle continued, with Grievous taking heavy damage, but managing to slink away with 2HP. This was at the cost of several TIEs, and Iden's charge.
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| Game 4: The final turn. |
Game 4 Result: Concession 0-20
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| The true prize. The shiniest of Poes! |
Overall Result: 1st place... ish.
Post Tournament Thoughts:
This list was a clear improvement over the snap-swarm I ran at the last event. Even with the result, I still think swarms are in a bad place in 2.5. If you crunch the numbers, they're generally less point efficient than "good stuff" lists, and blocking has been eroded as a strategy. It's mostly just familiarity that keeps me playing TIEs, as I know their maneuvres
Iden proved to be worth her weight in gold, as she cinched me several games by denying easy kills and evening out the volatility of my TIEs defence dice. She was also a much better Thread Tracer carrier than Second Sister.
It would be interesting to swap out the swarm for Tomax, Rhymer, and Jonus, all with Saturation Salvo, and Barrage Rockets. They're not as manoeuvrable, but they hit harder, are tankier, and I could still fit in a Black Squadron Ace as a filler ship to get me to six ships. The bombers have their own downsides, but it would be interesting to try out and compare to the swarm:
| That's a lot of double-modded, 3-dice attacks! |
As with last tournament the interceptors were the clear MVPs:
Both ships can (and did) fulfilled multiple roles, depending on what I needed them to do at the time. Their manoeuvrability with the system phase reposition is just ungodly, and you can almost always get them into a prime position to do something useful.
Second Sister is probably one of my favourite pilots at the moment, even though her pilot ability might as well be blank. The two force points are just incredibly useful for keeping her alive, and doing damage. I think next time I'll lose the Thread Tracers (which I never used), and try out Malice for the bonus crits. This leaves me with 2 loadout for a cheap EPT, which will probably be Disciplined, or just sticking with Ruthless. Predator + Heightened perception is another option, which could give my list some PS-kill options. Lots to think about!
Another fun day of X-wing. I can't say I'm enjoying 2.5 quite as much as 2.0, and 1.0, but the community continues to be 10/10!






































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