Inquisitor, PTL, title, Auto Thrusters 31pts
Ryad, PTL, x7, EU 39pts
I been looking through a number of ships and would like thoughts on these:
Option A
Tie Adv Alozen, title Adv TC, EU 30pts
only tried him once and didn't get the free TL that often but practice might improve it, lacks multi actions if you don't get TL and would struggle against high PS.
Option B
Tie Adv Pro Valen Rudor, PTL, AT 28pts
Looks maneuverable and defensive, lacks power with only 2Att dice
Option C
Tie Bomber Deathfire, Ex mun, Proton Torp, Cluster Mis, Prox mine, GC 30pts
Looks like a hard hitter and would be good with the mines, would get targeted early - could he do enough damage before he died?
Option D
Tie Defender, Delta, x7, ion engine 29pts
Fairly basic, decent all rounder for blocking, attacking, defending.
Option E
Wampa with Targeting comp & Academy 28pts
Academy for blocking firepower weak, wampa basically gets 4 or 6 dice depending on range to try and get the crit. Could worry aces with low hull.
Option F
Interceptor, Carnor Jax, Juke, Auto thrusters 30pts
At R1 could be nasty, would really have to try and keep out of arcs which could be tough without PTL.
Option G
Interceptor, Royal gaurd, PTL, AT, stealth, title 30pts
More maneuverable than Jax but does nothing special other than a 3 dice att which can dart around. 3 hull is clearly a worry though.
Option H
Tie phantom Sigma, Enhanced scopes Adv cloak 30pts
Super blocker, might die quick.
Option J
Punisher Cutlass, FCS, Ex mun, Plasma torp, seismic charges LRS 30pts
If it lives long enough to make use of FCS could be handy, an obvious easy target
Option K
Tie FO, OL, Juke, Comm relay, Stealth device 29pts
A decent ship that I need more practice with, trick is staying on ship with TL and avoiding being shot by the others.