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Discipline was sloppy and morale was low, with the men simply whiling away time until they expected to be sent to their deaths by the political enemies who had gotten them transferred into the wing."
Is a fair enough statement for how I feel trying to fly a canonical 181st squadron these days. So how does one go about simulating the great skill of the 181st pilots with some kind of upgrade card or promotion?
Very simply, what would it take for a Squadron of Soontir Fel, Fel's Wrath and Turr Phennir to be ultracompetitive on the tables. I had a gander at this a month or so ago, with the blood stripes upgrade card. I have been thinking of alternatives to this, here's a different approach, going via an EPT slot, as well as a title. The idea of shields or stealth devices on 181st interceptors seems a bit strange to me canonically, they should just be really really good, but still somewhat squishy. A boatload of upgrades, including a TIE specific autothruster, and interceptor-specific upgrades for anything saber squadron or higher aims to achieve this.
Happy to receive comments and critique.
Blood Stripes: (TITLE) Designed to be an Interceptor "fix" for pilots missing an EPT for PTL. Additionally, and crucially, provides a unique tactical benefit of PS10 activation, simulating the coordination and teamwork and experience of pilots of the 181st.
Tactical Mastery: (ELITE PILOT TALENT) This card really works well on either low PS ships, or on high PS ships en masse. This is a teamwork card, the more you have of them, the messier it gets for the opponent, but that necessarily involves flying more interceptors.
Effectively allows you to implement an element of control with focused firepower. This represents the advanced training and simulation drilling of 181st pilots taking advantage of the Empire's vast knowledge databases, allowing pilots to be well-studied in the tactics and schematics of every ship they fly against. I would be comfortable spending an evade off of Kir Kanos for example if I knew I was only getting unmodified shots back at me, for example.
Gimballed thrusters: (MODIFICATION) Cost offset for the interceptors, with a lightly weaker version of autothrusters but still allows access to Twin Ion engine.
High speed drift: (ELITE PILOT TALENT) This gives you an extra maneuver up your sleeve, hit the jets, dodge a mine, get out of dodge. You may need a turn or two to get back, but it's a powerful option when facing bomb lists. Also enables very effective high speed hit and run tactics, giving you valuable green dice instead of mods for high speed maneuvers. Would allow you to charge an opponent head-on if you felt confident your barrel roll would let you approach without a bump!
EDIT: CARD TEXT HAS BEEN CHANGED, FROM THOE BELOW, SEE PG. 2 FOR LATEST VERSIONS
With an example of how these would work on Soontir Fel for example.
Edited by citruscannon