So the only new ship I'm actually getting this week is the Inquisitor, which leaves me with a pretty problem: how do I play with all the fancy new ordnance and other options if I don't have the massed GCs?
However, I HAVE been wanting to use Redline for a while, and with the right cards he could make some ships... disappear.
37 Redline: Guidance Chips, Fire Control System, Extra Munitions, Cluster Missiles, Flechette Torpedoes
30 Inquisitor: Juke, TIE/v1, Autothrusters
21 Storm Squadron: TIE/x1, Accuracy Corrector
12 Academy Pilot
I LIKE Redline+Clusters+FCS; because each shot of clusters counts as a separate 'attack', that triggers FCS on each one, meaning that he can use his TL for the shot AND trigger his ability after each shot to use a TL on the next one, ending with a TL. Flechettes are for closing in and against turtled Aces like Soontir; poor dainty flower really does hate having extra Stress... I'm practicing to see what kind of distance I need for a first-round Flechettes, second-round K-turn+Clusters.
The Inquisitor does his sniper thing, I like Juke on him, it works so well with the title. The TIE/AD goes hunting for game that hate consistent hits and uses his action defensively - or just K-turns a lot. The Academy Pilot is a blocker for as long as it lives - which may be a while, with the rest of this list.
I'm tempted to go down to EM+Clusters and skip Flechettes, as in my experience ordnance ships rarely last past two shots. That'd be PTL for Inq. And those would be a HELL of a two shots...