This squad is purely meant as a counter to the popular U-Boat builds going around these days. I doubt it will stack up well against many other squads, but for the purposes of battling U-Boats, I'd say it does its job nicely.
Black Eight Squadron Pilot - 23 points
- Fire Control Systems - 2 points
- Proton Torpedoes - 4 points
- Extra Munitions - 2 points
- Cluster Missiles - 4 points
- Guidance Chips - 0 points
- Total - 35 points
Black Eight Squadron Pilot - 23 points
- Fire Control Systems - 2 points
- Proton Torpedoes - 4 points
- Extra Munitions - 2 points
- Cluster Missiles - 4 points
- Guidance Chips - 0 points
- Total - 35 points
The Inquisitor - 25 points
- TIE/v1 Title - 1 point
- Juke - 2 points
- Autothrusters - 2 points
- Total - 30 points
Squad Total=100 points
Point all three of them at a JM5K and shoot. Hopefully the first round of firing will be range 3 for the Inquisitor, allowing him to have Autothrusters and his free Evade token against the incoming shots, if they decide to take him out first. His Juke will almost definitely get through a point of damage, as there's no way they'll sacrifice their Focus token on defense when they'd much rather use it to trigger Deadeye. Then unload with two Proton Torpedoes modified by Guidance Chips. If the JM5K somehow survives this opening volley, at the very least, you'll have Target Locks to use on him next turn.
If they try to burn down the Punishers, it will take all three of them focusing on a single Punisher at once to reliably destroy it, not counting the chance for crits. And even then, the Punishers will still be shooting first. On the second round of combat, you want to get the Punishers in range 1, where they can make effective use of their Cluster Missiles paired with Fire Control Systems, while denying the JM5Ks the chance to use their followup shot on ordinance.
Once the JM5Ks have spent all their ordinance, you should hopefully be left with at least 1 Punisher that still has a Proton Torpedo and a Cluster Missile. With any luck, your other Punisher will have survived as well. If the Inquisitor lasts to the third round of combat, the game will be far easier, as Autothrusters paired with his ability and title make him extremely potent against 2 attack primary weapon turrets.
Edited by Underachiever599