I've been struggling to figure out tri-fighters. I'm currently waiting for my third Tri-Fighter to arrive tomorrow. The way I see it, they really don't have much of an advantage over other cheaper 3-3-3 ships (e.g., Tie/In). Their dial is very good, especially with their linked actions. But 3-3-3's are still liable to pop or strike out on their hits. So to take full advantage, I think you need to do as much as possible to support them.
The plan is to fly them in V-formation so that at least one can take advantage of Captair Sear's ability.
Hopefully they should be entering their first engagement with 2 calcs per ship. Hopefully the first ship is able to land a thread tracer and give his buddies locks, and if attacking a Fearful Prey this has the double advantage of giving a strain.
The elusive talent is the most iffy part of this list I realize. They don't have the greatest need for red maneuvers, especially since you want to remain unstressed in order to take full advantage of their linked actions. It's mainly there because I think it's really important to make sure they don't whiff it on their defense rolls. Even if it gets an eye, since you should have plenty of calcs this should help immensely.
Thoughts? Improvements?
Fearsome Predator (38)
Elusive (3)
Fire-Control System (2)
XX-23 S-Thread Tracers (2)
Ship total: 45 Half Points: 23 Threshold: 2
Fearsome Predator (38)
Elusive (3)
Fire-Control System (2)
XX-23 S-Thread Tracers (2)
Ship total: 45 Half Points: 23 Threshold: 2
Fearsome Predator (38)
Elusive (3)
Fire-Control System (2)
Ship total: 43 Half Points: 22 Threshold: 2
Captain Sear (45)
Kraken (11)
Impervium Plating (4)
Soulless One (6)
Ship total: 66 Half Points: 33 Threshold: 4
Total: 199
View in Yet Another Squad Builder 2.0:
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