I am finalizing a tie swarm that I won a perfect game with against a scum and villainy squadron. I took no damage the entire game and killed all opposing ships with ease.
Here is the list as it stands currently after picking up more upgrade cards:
17 Mauler Mithel - Tie Fighter
3 Predator
(20)
16 Backstabber - Tie Fighter
(16)
18 Alpha Squadron - Tie Interceptor
3 Stealth Device
(21)
17 Epsilon Ace - Tie/fo Fighter
3 Stealth Device
(20)
20 Zeta Leader - Tie/fo Fighter
1 Wired
2 Weapons Guidance
(23)
I have found that this fleet hits very hard for ties. I make Backstabber a true flanker, and the objective of everyone else is to close to range 1 as fast as possible, in order to hit like a ton of bricks. My two remaining qualms, are whether to give Epsilon Ace a comm relay, and whether I should keep weapons guidance on Zeta Leader or free up the points for something else. Then again, I came here because my imagination seems to have gotten very confined on how to build this squadron, and maybe I'm missing something for a competitive game.