So....if I want to use Fleet Officer regularly, I get to pass two focus tokens to ships in my squad. It's range 1-2, so it's a lot less restrictive than other support abilities (like Howlrunner or Colonel Jendon).
However, it requires an action and comes with a stress token, so the ship in question must:
- Spend its action every turn to trigger the Fleet Officer - meaning it essentially has no action bar
- Clear the stress every turn by revealing a green manouvre - meaning it only has a fraction of its dial to play with
- Allow sufficient points left in the squad to include two decent combatants to benefit from this ability
Well....there are four Imperial ships with crew slots.
- The decimator is right out. Even a basic Patrol Leader with a Fleet Officer aboard is 43 points, nearly half the squad and far too expensive to be limping about on a VT-49's limited green manouvres and firing its attacks without any modification or rerolls.
- The firespray is also out. 36 points for a fleet officer on a Firespray is more affordable, but still pushing it. Your paying for two 90' arcs, agility 2 and the evade action - which is great for a large ship, but kind of a waste if, again, you have no actions or white manouvres to play with.
- The phantom might work. Phantoms don't like hanging in formation with other ships and really don't like having to manage stress tokens, but there are ways. Advanced sensors would let you immediately clear stress tokens, and decloaking 'bounces' makes up for much of the manouvreability that you lose. Of course, buying a phantom with a fleet officer, advanced sensors, and the inevitable advanced cloaking device is 10 points, so Echo would be 40 ponts and still not pulling hard turns - probably a bad move on the game's premier sabre-dancer.
- That leaves the shuttle. An Omicron Group Pilot is cheap, tough, and - when considering green manouvres only - not all that much less manouvreable than any of the above.
So, an Omicron Group Pilot with a Fleet Officer and (to give a bit more flexibility) Advanced Sensors - this would let it clear stress immediately, leaving it unstressed at the start of a turn in case I absolutely must pull a white or even red manouvre.
That leaves 72 points for two decent combatants....putting them in the 25-30 point bracket. With only two ships, I'd want them to be decent pilots. For Imperials, that means one of two fighters; the TIE Advanced or the TIE interceptor.
I know the Advanced is going to get better with the Advanced TIE x1 title, but I quite like it now. Proton rockets has gone a long way to giving it the teeth it needed, so long as it can keep a focus token ready.
Darth Vader is an easy pick. The pilot who single-handedly kept the TIE advanced in play before Proton Rockets came out. An Engine Upgrade is what people always recommend, and for good reasons, and my preferred talent for him is Adrenaline Rush - it's one use, but cheap, and being able to come out of a Koiogran turn, then boost, barrel roll, and still have a focus token to arm the proton rockets should really put the wind up the TIE defender crowd..
Maarek Stele is the current only other named pilot, so he's in too. I ran him previously with Push The Limit when using missiles, because you needed Focus/Target Lock together to get the most out of them, but Proton Rockets are much more forgiving, only needing a focus token and not even insisting you spend it. With the Fleet Officer's shuttle, you arguably don't even need that as you get handed one free most turns. Furthermore, Push The Limit is more of a pain on an Advanced because unlike a TIE Interceptor, shedding stress tokens is much harder. As a result, Veteran Instincts strikes me as tempting; jumping from PS7 to PS9 vaults over the PS8 pilots - quite a lot of regularly seen characters would be left out in the cold by this. Equally, if moving last, then manouvring becomes as or more useful than toughness for defence - giving him an Engine Upgrade too might be better than a Hull Upgrade, especially for getting him into rocket range.
That leaves:
(29) Darth Vader
(1) Adrenaline Rush
(4) Engine Upgrade
(3) Proton Rockets
(27) Maarek Stele
(1) Veteran Instincts
(4) Engine Upgrade
(3) Proton Rockets
(21) Omicron Group Pilot
(3) Fleet Officer
(3) Advanced Sensors
99 Points
I can see weakness in this list - principally the fact that once the Rockets have fired, TIE advanced are just TIE advanced (the TIE x1 title will help a lot but it's not out yet) and secondly that the shuttle probably won't get to do too much itself other than fire the odd pot-shot in a game.
Could instead look at a pair of gunned-up Interceptors - I'd suggest Turr Phenir and Carnor Jax (because Soontir Fel doesn't really need even more extra focus tokens!).