The problem with 6-pt Mag-Pulse, in a nutshell:
Bandit Squadron Pilot (22)
Mag-Pulse Warheads (6)
Munitions Failsafe (1)
Bandit Squadron Pilot (22)
Mag-Pulse Warheads (6)
Munitions Failsafe (1)
Bandit Squadron Pilot (22)
Mag-Pulse Warheads (6)
Munitions Failsafe (1)
Bandit Squadron Pilot (22)
Mag-Pulse Warheads (6)
Munitions Failsafe (1)
Bandit Squadron Pilot (22)
Mag-Pulse Warheads (6)
Bandit Squadron Pilot (22)
Mag-Pulse Warheads (6)
Bandit Squadron Pilot (22)
Mag-Pulse Warheads (6)
Total: 200
View in Yet Another Squad Builder 2.0:
https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z57X311W108Y57X311W108Y57X311W108Y57X311W108Y57X311WY57X311WY57X311W&sn=Unnamed Squadron&obs=
The problem is obviously not the jam; the problem is the deplete. That's a lot of deplete!
Sure you'll lose 1-2 on the first pass before they get the locks, but that's still a lot of deplete!
How do you kill that with your weapons reduced the whole time? They have no incentive to joust because they know they're losing at least one anyway. They instead spread out and get the locks in their own sweet time, then deplete you to death on the second pass. The problem isn't the alpha strike, it's the beta strike. After they do get those locks, how do you fight back?
Alternative, Alpha-strike variant. Now the Jam and the Deplete count more than ever:
"Odd Ball" (34)
Swarm Tactics (4)
Mag-Pulse Warheads (6)
Synchronized Console (1)
Blue Squadron Protector (27)
Swarm Tactics (3)
Mag-Pulse Warheads (6)
Synchronized Console (1)
Blue Squadron Protector (27)
Swarm Tactics (3)
Mag-Pulse Warheads (6)
Synchronized Console (1)
Blue Squadron Protector (27)
Swarm Tactics (3)
Mag-Pulse Warheads (6)
Synchronized Console (1)
Blue Squadron Protector (27)
Swarm Tactics (3)
Mag-Pulse Warheads (6)
Synchronized Console (1)
Total: 193
View in Yet Another Squad Builder 2.0:
https://raithos.github.io/?f=Galactic Republic&d=v8ZsZ200Z316X132W311W211Y320X132W311W211Y320X132W311W211Y320X132W311W211Y320X132W311W211&sn=Unnamed Squadron&obs=
There's 5 at I5, or try 4 at I6 that doesn't care about 1st vs 2nd as far as target locks go:
"Quickdraw" (45)
Swarm Tactics (5)
Targeting Synchronizer (6)
Mag-Pulse Warheads (6)
Passive Sensors (3)
Afterburners (6)
Omega Squadron Expert (34)
Swarm Tactics (3)
Mag-Pulse Warheads (6)
Omega Squadron Expert (34)
Swarm Tactics (3)
Mag-Pulse Warheads (6)
Omega Squadron Expert (34)
Swarm Tactics (3)
Mag-Pulse Warheads (6)
Total: 200
View in Yet Another Squad Builder 2.0:
https://raithos.github.io/?f=First Order&d=v8ZsZ200Z243X132W177W311WW240W105Y285X132WW311WWWY285X132WW311WWWY285X132WW311WWW&sn=Unsaved Squadron&obs=
So in the end, what do you do against massive walls of deplete? Because they're coming, like it or not.
In other news, first player is better!
Added PS to Quickdraw and corrected link