So the current list I am running in Extended has been doing well in my local league meta (I'm 5-1 with it), but I am running at 197 points and running into issues with the last 3. I'm not interested in a 3pts bid, and have plenty of slots available. Here's the list currently:
Imperial Presence (197)
Rear Admiral Chiraneau (80)
Minister Tua (7)
Lieutenant Sai (47)
Collision Detector (6)
Jamming Beam (0)
Emperor Palpatine (11)
Seventh Sister (46)
Total: 197
Turn 0 is: I bring 3 large debris, which I am about to convert to 3 gas clouds. I am typically assigned First Player, so I use one large debris off center to open up the middle of the board (since you can still fire when on debris and I have passive mods) then place whatever is scary near my corners so that after round 1 I will typically never see it again with my large bases.
I usually end up with an off-center lane in the middle, which I line up Sai off a bit, place Sister near one of the sides, and RAC lined up with the clear lane. RAC and Sai will typically be lined up to joust, basically rolling forward while Sai coordinates Reinforce actions and can use the Collision Detector to ignore the obstacles. Sister 5 forward + boosts to flank. Typically my opponent throws the kitchen sink at RAC, who I can trade for whatever is his highest threat/ Init pilots and then Sister knife-fights while Sai contributes with her rear arc + coordinate + Palp while getting turned around.
Now, for the spare points:
I have used Fire Control System on Sister and haven't been very impressed with it, I rarely Lock with her since her linked actions are Boost/BR -> Focus, and I will typically Evade once its ouch time so that she has Evade + 3 Force tokens to survive shots. It is only 2 pts, so not a big waste when I don't Lock if I do bring it.
I've taken Heightened Perception which is useful to PS Kill someone and help keep damage off RAC, but I don't like taking Force Abilities which require spending her Force since it removes her pilot skill. That leaves Hate, which has potential.
Otherwise, I could put Swarm Tactics on RAC to have Sai shooting at 5 during the initial joust for usually 2 turns before they get outside of range 1 of each other. If I can't make a decision, it would probably be Trick Shot or a Hull Upgrade, but I think I could probably find a better use for those points.
Edit: Oh, and Seismics are also in the running, as I bring large obstacles, and after the initial pass, RAC usually survives long enough to drop, then 3 bank /4 forward over anyone and get at least one more round of shooting out the rear arc. I won't get a second use, but the first drop, easy.
What do you think?
Edited by kris40k