Theme song for this list, "Boom, Boom" John Lee Hooker
So, I was just thinking, how many secondary's can two ships carry? And I came up with this. It's a bit overkill (In theory, may try it tomorrow)
Y-Wing "Dutch" (23) TLT (6) Bomb Load out (0) Extra Munitions (2) Proton Bombs (5) R7T1 (3) Experimental Interface (3)
K-Wing Miranda (29) TLT (6) Gunner (5) Extra Munitions (2) Ion Torpedoes (5) Assault Missiles (5) Ion Bombs (2) Proxy Mines (3) Munitions Failsafe (1)
In theory, the gist is to keep Miranda, in range of Dutch, for the "free" Target Lock, Miranda firing the missiles and torpedoes, if "Missed" Gunner Activates, If the Missiles/Torpedoes miss, Munitions Failsafe Keeps them in place.
Good Ol' Dutch, handing out target locks, with his ability and/or the Experimental interface triggers R7T1, activates Dutchs' ability with free boost.
Dual Decimators. "Ram Jam"
VT-49 Decimator Oicunn (42) Determination (1) Saboteur (2) Dauntless (2) Tactical Jammer (1)
VT-49 RAC (46) Expose (4) Mercenary Co-Pilot (2) Guidance Chips (0)
Not much going on here, just ramming damage, jamming. lasering.
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