Hi guys,
This squad is intended to exploit certain upgrades and abilities to make effective hit & run attacks in a match.
The basic battle plan is to make a head-on pass, much like traditional joust, but where other ships would K-turn back in, this squad keeps flying straight out of the other side of the engagement, activating defensive abilities and regenerating shields in preparation for the next run.
It's a three-ship rebel list, with the following:
Corran Horn + R2-D2 + Swarm Tactics + FCS (43)
Corran is a great candidate for this build; he can be extremely potent one turn but then can't shoot the next. This fits perfectly with the battle tactics of the hit & run squad. R2-D2 should be able to regenerate some lost shields inbetween engagements, assuming a relatively good dial on the E-Wing.
Knave Squadron + R5-P9 + FCS (32)
The KSP will probably be the second target of choice after Corran, and will be running R5-P9 to regenerate shields. FCS should allow the KSP to use focus tokens on regaining shields while maintaining attack strength.
Tarn Mison + R7 (25)
Tarn is the closer, of course. He will probably be the last ship targeted. He should be able to tank well against one or two opponents in late rounds.
Three ships is risky, but I think this is at least an interesting experiment to try. Corran is likely to be a real magnet for enemy fire, being both expensive and deadly; should he maybe take r2-f2 instead of r2-d2? He wouldn't be regenerating inbetween passes, but he may last longer against swarms. Suggestions? Thoughts?