Still looking forward to the release of the Raider, especially now that the other Advanced pilots have been released. Did some tooling around with squads to see what I could come up with.
All of them are based around Juno Eclipse and Lt. Colzet, who I feel have the best abilities with the new upgrade (Vader's tied for 2nd with Juno, but you seriously can't beat turning a damage into a crit for a focus). At the base of this, I have:
Lieutenant Colzet + TIE/X1 + Hull Upgrade + ATC (27)
Juno Eclipse + TIE/X1 + Hull Upgrade + SL + ATC (34)
With this extra action, from Juno, I can allow Colzet to regain his TL and a Focus if he were to use his ability. Both maintain the auto crit ability. I'm not wild about munitions right now, so that doesn't leave a lot of extra upgrades in my deck to use. The extra hull is just there to keep them in the fight longer.
I have 3 other possible third ships to put in.
1. Echo + ES + VI + ACD + Nav (39)
2. Colonel Vessery + Outmaneuver + EU (Juno looses HU due to epic maneuver dial).
3. Colonel Jendon + AS + FO + WE + ST-321 + TJ (39)
Jendon would obviously make an awesome support for the TA's as he could obtain dual target locks at infinite distance and give one of them away on turn one. Turn 2 could see him obtain yet another target lock and give it to the second TA most likely before anybody got into firing range if I turtle. If they do, most likely it will be only ships with 5 and boost which will hopefully split the opponents force and allow for an early kill. However, the flying cow would have limited use when the TA's would inevitably fly out of range and would be destroyed if left to its own devices.
The TP would have the standard glass cannon effect of the model, while Vessery would be using his ability to gain TL's after every turn.
Any improvements?