Once the enemy gets close dont be afraid to overshoot them and make use of your aft boresight, it can be deadly (even though its got less attack dice the beam rules can still allow it to go balistic (the same trick is even nastier when used with the faster more agile Marathons). Make good use of close blast doors until your secondaries are in range (though on turn one you might want to scramble scramble to get your fighters out there asap). Unless your oppoent is liable to field either many or very nasty fighters (or both of the above :shock: ) then Id suggest Thunderbolts, they wont win you the game but that little bit extra firepower is not to be sniffed at. I would suggest using your fighters as interceptors as frankly more than 3 or 4 interceptors tends to be a bit redundant anyway and youre giving up a few attack dice and risking fighter casualties for little gain.
Stay back and snipe with your boresight until thenemy gets close enough for you to move forward and boresight them AND fire your secondaries, then fly past and aft beam them. Dont be afraid to use your omega as long range fire support while the rest of the fleet advances, that beam is very nasty.
I'd advise targetting smaller targets first when playing with a boresight centric fleet, the quicker you can take down his initiative sinks the easier time you will have of things.