Talk:Tomax Bren/@comment-32819707-20170821094107/@comment-31354887-20170821095612

I flew this same build and it's pretty decent, definately not too expensive for what your getting. Unguided rockets denies the defending their range 3 bonus dice since it's a secondary weapon, and at range 1 you can swap to your primary, get the bonus range 1 dice and be able to modify your dice with something else besides a focus. LWF also is a pretty decent  survivability booster, but there are a few problems with it that has lead me to retire it from my squad (for the time being). Crack shot works perfectly with unguided rockets, but the rockets are still pretty fickle, a bad roll is pretty much stuck as a bad roll, the ship Tomax flies doesn't help either, the bomber is pretty clunky even with a barrel roll and has reds exactly where you don't need them, he's basically dead in the water against any higher PS ace because he is just too easy to arc dodge and with no shields he is super crit vunerable.

My suggestion, treat him like a sniper, abuse the rocket's ability to deny the defender their range 3 agility bonus, fly him slow and keep him on the edge of the fight as much as you can but don't be afraid to use his K-turn to zip past the enemy and give yourself some distance (and to line yourself up for another shot next round) you won't get your rocket shot on the k-turn but you'll still have your primary shot and crack shot so you still stand a chance to do some chip damage.

Aside suggestion: If you have the points, slap a torpedo or two on him that require a TL, pick up the TL on a round when you don't have a rocket shot and save it for when you need to make a red maneuver then fire off the torp and hope for the best.