Board Thread:General Discussion/@comment-172.0.166.107-20161029182515/@comment-2601:247:4380:44E0:4953:7ABF:80A2:73AA-20191030181427

Maybe, It depends on what you are going for. Damage, defense; etc. Here's my favorite Imperial damage and defense lineups. For Damage, Redline: Tie Punisher, with extra munitions, Advanced proton torpedoes, Ion pulse missiles, Advanced Homing missiles, Ion Bombs and cluster mines, and two Seinar Specialist tie aggressors, with ion cannon turrets and lightweight frame. This is really good with dealing with big larges; Especially if they have low agility dice and no turret primary weapons, Particularly the VCX-100. It is built to stay at medium range along the sides and use the ion missiles from the punisher and the ion cannons from the aggressor as a makeshift tractor beam to guide the enemy ship in a straight line off of the edge of the board. It requires some tricky maneuvering but it is a possibility. I call this lineup, "Tyrannus Squadron." My favorite defense lineup, which I run mainly against high damage opponents like Protectorate starfighters or Star Vipers, or against any kind of swarm build. Is a Kylo Ren Tie Silencer with Intensity, Sensor jammer, Advanced optics, Stealth device, First Order Vanguard, and I'LL show you the dark side; A Whisper Tie phantom with Sensors jammer, Stygium particle accelerator, determination, and Recon specialist. I love this lineup because it's survivability is off the charts. It's INSANELY fast, turns on a dime, and is INSANELY hard to hit. I have taken multiple torpedo shots from mid range with added focus tokens and still deflected all dice. This is thanks to the upgrades I use on the ships to stack defense dice, focus tokens, and evade tokens. For example, with the Silencer, You just used your boost action and are now under attack from a star-viper. The enemy uses proton torpedoes. He rolls three hits and one focus, and then uses the proton torpedoes' ability to change the focus to a crit. You then roll defense dice; three from your ordinary agility and one from the stealth device. You roll one evade, one focus, and two blanks. The sensors jammer removes an enemy hit, Leaving two hits and one crit. You then use the focus token you had waiting on advanced optics to change your focus result to an evade. That leaves you with two evades, two blanks. Then, you use the evade token you got from your boost action using intensity to cancel his remaining hit. That leaves you with three evades, one blank, and the enemy with one focus result, two hits, and a crit. Solution, No Damage taken. The same goes for the phantom. Due to the fact that decloaking does not count as an action, you can cloak and decloak in the same round, one right after the other. With stygium particle accelerator, you can get a free evade token every time you either cloak or decloak, so that just gained you two evades plus a monster speed boost. Add that to it's two defense dice and determination, and you will do pretty well. Even better, if you are cloaked at the start of the round, then you can decloak, cloak, and decloak again. That gives you three evade tokens. The downside is that this build has really low numbers, and it doesn't take up 100 points, coming in at 89. This means that it is just too pricey to put a academy pilot tie fighter in to fill the points, and just too cheap to fill with upgrades. so you will either need to accept the point discrepancy and just have fun, or you can remove determination from the phantom or change out upgrades until you can fit the tie fighter. I personally just accept the point difference, but that's completely up to you.