Bump the Fo's to PS1 drop the mk2 on Colzet Give him Acc Correctors, and an ADv Homing Missile. that way yuou can trigger his ability early game.A little lunch theory winging brought me to this:I really like the foundation of this list! I'm going to have to fiddle around with my squad builder at lunch. Colzet and a pair of Zetas? Hmmm...Col. Vessery w/ VI
Maarek Stele w/ VI +ATC + Mk II Ion Engines
2 x Epsilon Squadron w/ Weapons Guidance
Let me know what you come up with. If I had 4 Epsilon, I'd just do that. I don't, though.
I thought of Colzet, but then looked at Maarek and realize I haven't used him in forever.
I like Weapons Guidance on lower PS pilots because they can use Focus each turn and use it for defense. If they get to keep it by the time they get to fire, they can become more reliable with WG.
TIE Defender: · Colonel Vessery (35)
Veteran Instincts (1)
Heavy Laser Cannon (7)
Twin Ion Engine Mk. II (1)
TIE Advanced: · Lieutenant Colzet (23)
Twin Ion Engine Mk. II (1)
TIE/x1 (0)
Fire Control System (0)
TIE/fo Fighter: Zeta Squadron Pilot (16)
TIE/fo Fighter: Zeta Squadron Pilot (16)
Vessery gets his HLC, which he wants so bad, and both the Defender and Advanced get TIE mods. Bumping the FOs up to Zetas allow them to move with Colzet and shoot before the typical TLT carriers.
You could bump the FOs down to PS1 and take away Colzet's mod if you wanted Weapons Guidance.
Fire Control allows you to keep his ability going all game while allowing him to survive long term with evades and focuses. FCS and Colzet are a perfect match.
