Looking for a bit of advice on how to spend the last few points on this list.
Airen Cracken [23]
Cluster Missiles
Horton Salm [35]
BTL-A4
TLT
R2-D6
Marksmanship
Prototype Pilot [20]
Proton Rockets
Prototype Pilot [20]
Proton Rockets
Total: 98pts
The basic idea is have the prototypes fly casual and focus as they are ps1, then use the cluster missiles on cracken to boost them into range 1 if needed, once you know where the enemy ends up. Horton stays back a bit and does his own thing rerolling all misses at range 2-3 and having "focus" on all 3 attack rolls using marksmanship.
Possible upgrades:
Nothing - Decent initiative bid of 2 points, but 2 of my pilots are ps1 anyway.
VI on Cracken - Makes sure he shoots before or at the same time as super aces to make sure the a wings get in range, but means he isn't moving/shooting at the same time as horton making close flying harder.
Swarm tactics on Cracken - An A wing gets to fire the Prockets a lot earlier making it less likely to die before firing (don't own this card)
Decoy on Cracken - A wing shoots earlier but doesn't get a chance to be boosted by Cracken so he needs to guess where the enemies will be better.
Guidance chips on Cracken and A wings - Obvious choice to take them but I don't own the card.
Deadeye on Cracken - Better against arc dodging super aces as the target locked ship may go out of arc, but using focus you can shoot any ship, also can be used for defence if needed.
What do you guys think is best and can you think of anything else that could be useful?