So what do you see as the positives and negatives of the following squads? Any upgrade changes you would suggest?
Vader + Homing missiles + Squad leader (36pts)
Turr + PTL + Stealth (31pts)
Night Beast (15pts)
Alpha Squad (18pts)
Vader and missiles is just too good. Vader and missiles and squad might be too big of a target... 2 pts more gets me Mithal instead of Night Beast and Turr with PTL is out of range for Squad Leader most of the time anyway. I really like Alpha Squad at skill 1 as a blocker but that roll is probably better used as a 12 academy tie but the 8pt difference between Squad leader and the down grade doesn't grab anything useful. Vader usually one shots something (or gets it into night beast + focus kill range). Alpha squad is a space taker and manages 4 attack dice most of the game. If Vader doesn't go down 1st engagement round him and Turr are a hard team to pin down and finish off. Almost want to downgrade Vader's missiles to cluster but hate having to go all in offense to use clusters but what would I do with the extra point? Night Beast usually looks like less of a threat so upgrading to dark curse seems less useful and I'm still not convinced about Winged Gundark.
Vader + Cluster Missiles (33pts)
Turr + Veteran Instincts+ Stealth (29pts)
Mauler Mithal + Veteran Instincts (18pts)
Dark Curse+ Stealth (19pts)
3 9Pilot Skills, 3 Very hard to kill ships, A 10 dice engagement round tag team by Mauler and Vader (often with Focus tokens and acting before everyone), and Dark Curse can soak as much fire as a Y wing most games. More punch and the potential for a longer game but very susceptible to Direct Hits and getting 1 shot'd.
Edited by Rakky Wistol