So I've been messing around with different TIE/D builds, primarily trying to run double Ion, and it's gone relatively well. The challenge is dice variance, because you're light on defensive mods. I can usually control and burn down a major threat quickly, but if you're unlucky, you just sort of lose. And it's not like Defenders are particularly hard to predict.
I came up with this...
| "Quickdraw" — TIE/sf Fighter | 29 |
| Trick Shot | 0 |
| Fire-Control System | 2 |
| Sensor Cluster | 2 |
| Lightweight Frame | 2 |
| Special Ops Training | 0 |
| Ship Total: 35 | |
| Colonel Vessery — TIE Defender | 35 |
| Crack Shot | 1 |
| Ion Cannon | 3 |
| TIE/D | 0 |
| Ship Total: 39 | |
| Rho Squadron Veteran — Alpha-class Star Wing | 21 |
| Veteran Instincts | 1 |
| Tractor Beam | 1 |
| Linked Battery | 2 |
| XG-1 Assault Configuration | 1 |
| Ship Total: 26 | |
A slightly tankier QD, not afraid to shoot through obstacles, gain a little in the way of defense, and stay feeding FCS TL for Vessery--he'd almost be flown similar to Inqy. The Rho is VI'd to PS6 for simultaneous fire with Vessery, and XG-1 for Slam + Tractor.
I love Tractor, especially with so many small base ordinance carriers, putting them on a rock prior to firing is A++. I'm torn on keeping Linked Battery, because that could be dropped for Adv. SLAM to token up and still fire.
I could also drop Crack off Vessery and LB, and change the Tractor to Flechette w/ either LB or Adv. SLAM, Ion + Stress on the same target is pretty nasty, especially because XG-1 still allows Flechette to fire. (If only it worked on Ion... :/)
Another thought could be dropping LB and taking both Tractor and Flechette, for some flexibility...
Thoughts?
Edited by bydand