Sensor Jammer is an interesting idea, Bio. You're forcing the attacker to make a choice between forcing damage through, but compromising their own defence against the Quickdraw double-tap. I like the idea of that, coupled with another ship in the list equipped with Juke, just to double down on that situation. Maybe a Ryad or Omega Leader in that role. Carnor Jax could also maybe do some work here, if you can park him in the right place.
I've tried the Rage/Baffle build a couple of times now, and it's a lot of fun but I don't know that it's ultra competitive. Taking one solid hit eliminates almost all your tricks in one fell swoop, and if you're having to barrel roll to dodge arcs, then you're not Rage'ing. Still a bit early to make a final call on that though.
I've been building lists that have Carnor Jax accompany Quickdraw into that range 1 dogfight. Not only can it help Quickdraw get damage through negating both focus and evade tokens, but also help her defensively when the opponent can't spend focus tokens on offense. It will take some testing getting them to fly/converge together, but I like the potential.
What are you flying in addition to those two? A third ace ship? A Palp shuttle? I can't make up my mind what fits best so I'll have to try a few different things out and see which I like the most.
I haven't actually flown it yet, been itching too though. I don't have Palp, so I just don't run Palp shuttles. I'm honestly not sure how well QD would do with a Palpshuttle because at that point with Carnor, I feel like the opponent has even more of a reason to just nuke QD first. Ideally I want to give my opponent something else to be worried about. With that in mind, I don't really want to run Carnor with Stealth Device since I don't have the Palp back up for it. I normally look to spend the extra point for shield upgrade to lesson those potential game changing crits in the early game. If I'm strapped for points creating the build, then I consider Hull Upgrade vs Stealth Device in a Palp-less build, which I haven't figured out yet.
- I've thought about Countess x7 for the late game and the strength of the x7 defender either with Juke or Crackshot depending on points.
- Tomax Bren with Crackshot/Homing Missiles and toying with GChimps vs LRS for a really strong alpha strike between Tomax's missiles and QD double tap although I suffer late game.
- Could go with the Inquisitor standard build, although personally I'd rather see him with Vessery instead of QD, but that's just me looking for more synergy. With the extra points you can swap Rage for PTL or eventually give QD one of the new tech options incoming in HotR.
- Omega Leader is always a nice include to partner with Carnor for max annoyance, but you're left with a decent amount of points to just sink into each ship, could work, but you'll have bloated ships.
- Backdraft for double the TIE/sf could be interesting. I've wanted to try the Outmaneuver/FCS build that has been suggested a decent amount. Still most likely leaves QD as target #1, but that does leave Backdraft to just keep farting out crits against opponents with mostly -1 agility to them.
- 2 Crack Blacks could be nice if you want 4 ships in this squad instead of 3, but meh.
I'm mainly looking at Countess x7 right now, Tomax Bren 2nd, and Backdraft 3rd. Backdraft isn't too likely since I only have 1 TIE/sf anyway, and I want to test them out further to see if I like them before buying a 2nd one.