Dormitz is in many ways the most interesting ship of the newest wave to me. He allows you to set the tempo of the match to 'high' immediately with his advanced deployment zone, and Hyperwave Comm Scanner gives you strong action economy for that first turn. Combined with high damage, high PS aces, it can allow you to surgically remove the greatest threat right at the start of the game and then pick apart your opponent at leisure. He also comes in a very strong ship if built properly; provided you pick your targets well he is a strong endgame piece.
So here's my thought:
46 Lieutenant Dormitz w/ Fire Control System, Emperor Palpatine, Hyperwave Comm Scanner, Engine Upgrade
32 Quickdraw w/ Rage, Electronic Baffles, Title, TIE Mk. II
22 Zeta Leader w/ Crackshot, Hyperwave Comm Scanner
So FCS + EU allows for dice modification while still getting strong maneuverability - or pulling a red and still getting dice mods. Palpatine we all know and love.
The double HCS is because by the rules each instance of the card triggers separately. So Dormitz deploys. ZL deploys and Dormitz's HCS triggers, giving him an Evade (or Focus, depending on how much damage may be needed to push through). QD deploys and both ZL's and Dormitz's triggers, giving him two Evade tokens - meaning that on a Rage he's sitting behind Palp, a Focus, and two Evades, making him rather hard to damage and well able to get a second double shot off turn two or three.
Turn one it throws 9-12 dice in your face, fully modified, and laughs at your countershots - Crackshot and Palp either help push damage through or defend against the return shot, more likely push damage through. Pick your targets wisely; you're shaping up for Dormitz as your last piece and you don't want something that a PS3 Upsilon can't beat. Excise what their list depends on as an endgame item.
Any thoughts? Angles I'm missing?
Edited by iamfanboy