Hex F? Hecks Yes.
The starting point: Zeta Squadron Survivor (32) * 6 = 192
The first thing to ponder: how to fill the points. Most of the options are awkwardly asymmetrical.
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6x Zeta, 1 with Hotshot Gunner
- upside: token stripping might be handy
- downside: one ship is a target, and has to begin with turret-front. it's not too hard to make decisions about front or rear turret, but one strength of SFs without gunners or missiles is that they don't have to think about where their arc is pointing.
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6x Zeta, 2 with Advanced Optics
- upside: red dice consistency
- downside: two ships can't spend defensive focus as freely and become targets
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6x Zeta, 4 with Fire Control System
- upside: red dice consistency
- downside: not much, other than the bother of keeping track. Taking Locks only when safe, it probably wouldn't be too bad.
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6x Zeta, with 8 point bid
- upside: slightly better MOV. This might actually matter. The list is a total of 36 hit points, and that can take a long time to chew through. Meanwhile, when moving six ships, that just takes time, meaning probably fewer rounds of combat.
- downside: wasted space, since the list doesn't need a bid.
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5x Zeta, Backdraft (with Crack Shot?)
- upside: semi-ace in Backdraft.
- downside: mixed initiative. Also, BD becomes a target. But then maybe BD can flee, and they like doing that.
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4x Zeta, 2x Omega with Fanatical
- upside: hard to say. Fanatical is probably the best Talent in the game, but I can imagine that the Fanatical Omegas might get ignored in favor of the Zetas, they'll never lose their shields, and Fanatical will be irrelevant. There are two higher-init ships, which might be relevant sometimes.
- downside: mixed initiative
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2x Zeta, 4x Omega, no upgrades
- upside: mostly higher init ships in the list can be handy
- downside: mixed initiative
- I think my favorites are probably Backdraft, bid, or Fanatical Omega. Those two Omegas can do riskier stuff like take Locks rather than Focus, to try to tempt an opponent into stripping their shields. Bid is just the "prettiest" option. Very neat and tidy, even if it's probably "worse." Backdraft can add punch, and having a higher-priority threat ship might work well as particularly Backdraft, since they like to flee.
Ponder the second: deployment and tactics.
I figure that if this list wins, it'll do so by simply taking lots and lots of shots. Throw enough dice, and you'll roll enough hits eventually.
My inclination is to avoid a full block swarm. There's no real reason for it. I'm inclined to go in 2 groups of 3, or 3 groups of 2, in contiguous jousting lanes (say, either side of the same rock). You don't want to be too spread out, since you don't have the Boost action to really close distances between different parts of the list, and you don't want to be too bunched up, since if you're all essentially the same firing arc, that limits some of the goal of the list: high time on target. A collapse/killbox strategy just seems like it'd work better.
I tend to think there are two standout moves on the SF dial. 5-forward. 1-forward. (and kinda 1-banks). They've got the potential to go fast and force engagements (or leapfrog over them), and they've got the potential to slow it down, barely move, keep rear guns on target for a long time, or just approach slowly. They've got a lot of potential to mix it up. Some ships can set blocks with mid speeds, some slowroll in behind them, and some fly past on 5-k or out with 3-hards, to try to set up range 1 rear shots on blocked ships.