So, what nice tricks might be possible combining TIE/sf & TIE/vn with Targeting Synchronizer, Torpedoes, Missiles and a Raider?
The spotters only need to be at range 1-2 from the Raider, otherwise the Raider is free to shoot at all available ranges. Since we won't be using the lock action the combination of Reinforce -> Calculate (Damage Control Team) and Focus (Perceptive Copilot) to shoot at least one-modded shots (or until we get our own locks) should be most cost efficient.
Variant A: Ordnance
With Bombardment Specialists we can shoot proton torpedoes at range 4 together with our Ion Cannon Battery:
QuoteFirst Order Collaborators (150)
Proton Torpedoes (13)
Concussion Missiles (6) (Optional)
Ordnance Tubes (2)
Ion Cannon Battery (6)
Perceptive Copilot (8)
Bombardment Specialists (6)
Damage Control Team (3)
Ship total: 194 Half Points: 97 Threshold: 14
Variant B: Turbolasers
Alternatively we could go all out on batteries and shoot the Ion Cannon Battery and Turbolaser Battery at range 5. This time we can strafe the battlefield more and keep a longer distance which will require some management on our spotters keeping at range 1-2.
QuoteFirst Order Collaborators (150)
Turbolaser Battery (15)
Ion Cannon Battery (6)
Perceptive Copilot (8)
Bombardment Specialists (6)
Damage Control Team (3)
Ship total: 188 Half Points: 94 Threshold: 14
Variant 😄 Mixed
We could also go for a mixed arsenal with a maximum range of 4 and 5, e.g.:
QuoteFirst Order Collaborators (150)
Proton Torpedoes (13)
Turbolaser Battery (15)
Ordnance Tubes (2)
Perceptive Copilot (8)
Bombardment Specialists (6)
Damage Control Team (3)
Ship total: 197 Half Points: 99 Threshold: 14
Spotters
The spotters need the Targeting Synchronizer and to aquire (and keep by staying alive) a lock on our targets. TIE/fo are a bit flimsy for that purpose and expensive with a Targeting Synchronizer. TIE/sf have the great advantage of being able to equip either Passive Sensors for a cheap more or less guaranteed lock or FCS to benefit from not spending the lock. Due to the turret they also have increased time on target and can shoot their missile out front or back and profit from other Targeting Synchronizers:
QuoteZeta Squadron Survivor (32)
Targeting Synchronizer (6)
Concussion Missiles (6) (Optional)
Passive Sensors (3)
Ship total: 47 Half Points: 24 Thresh
Premium variant:
QuoteOmega Squadron Expert (34)
Fanatical (2)
Targeting Synchronizer (6)
Concussion Missiles (6)
Fire-Control System (2)
Ship total: 50 Half Points: 25 Threshold: 3
Coordinate
To increased the action economy of the raider a ship with coordinate and Biohexacrypt Codes is of great use, either a cheap TIE/fo or one of the premium priced Upsilon Shuttles:
Quote"Muse" (31)
Squad Leader (6)
Biohexacrypt Codes (1)
Ship total: 38 Half Points: 19 Threshold: 2
Ideas?
Edited by Singulativ
Expanded and clarified