The build in question is:
Outer Rim Smuggler
+ Intelligence Agent
+ Navigator
+ Anti-Pursuit Lasers
[33]
Outer Rim Smuggler
+ Intelligence Agent
+ Navigator
+ Anti-Pursuit Lasers
[33]
Outer Rim Smuggler
+ Intelligence Agent
+ Navigator
+ Anti-Pursuit Lasers
[33]
and it is GLORIOUS.
Yes, I've been singing its praises for a few months now without having tested it out. Shame on me.
However, the combo works, and while it takes some effort to get it going, it's easily repeatable.
The combo in question goes thusly:
- Level 1 pilot in a 99 point fleet moves first. All 3 are Lvl 1, so I can dictate the order.
- At the start of the Activation phase, I can look at opponents' dials, if they're in Range 1-2.
- If I chose a correct maneuver bearing (e.g. Left Turn, Right Bank, et c.), I can use Navigator to change the distance to force a collision. Otherwise, I can usually get into their blind-spots and shoot, or into Range 3 for extra defense.
- The fun part: Colliding with me has a 50/50 shot of causing them damage. It also tells me exactly where I can move to force a collision the following turn. Alternating Turns of Left and Right are a pretty good method to chain-collide, all the while preventing their actions and offense.
- If an enemy ship didn't collide with me (by, say, colliding with one of my other ships), I can deal additional chip-damage with my 360* arc.
I managed to beat an XXBB (HLC version, so no Adv Sensors) and a Krassis Swarmlet this way, but the true victory was watching the look on my opponents face when it became clear that the chain was continuing nigh-indefinitely.
Particularly when Krassis decided to fly straight through my YT-1300... too close to the edge to survive an additional turn.
One of the great things about this fleet is that you don't particularly care about running over Asteroids. Yes, getting the free damage dealt to you sucks, but if you did it for the right reasons, your opponent's getting free damage, action loss, and attack loss as well. As I have more HP than they do, I'll call it a profit!
If given a fleet-point increase, I might drop one of them in favor of some Ion support, to help get the combo going in the first place.
At 125, that's 2 Daggers with Fire Control Systems and an Ion Cannon, and keeping Initiative, or 2 Greys with IC Turrets and Engine Upgrades.
At 150, I'd just go with 2 Greys with IC Turrets on top of my 99 point original. Should be sufficient!
That being said, what would you do to get out of the trap, if in this trap you indeed were caught?