Drawing inspiration from Rakky Wistol's Scarlet Cowgirl post, I decided to post a list I've been toying around with. I plan on posting each iteration of the list as I go and detailing it's performance.
Theory: The basic gist is to Stress and Ion an opponent at the same time thus locking down nasty things like: Interceptors, Defenders, Phantoms, B-Wings and the occasion large ship. To do this, the core of the list revolves around Hobbie packing R3-A2. Why Hobbie? His ability is a great match for R3-A2. Take a target lock, use R3-A2 when declaring your attack, spend your target lock, clear your stress. To accomplish the Ion part of the equation, we have 3 options currently in standard. Y-Wings and the HWK-290 with Ion Cannon Turrets or B-Wings with Ion Cannons. Each option has their plus an minuses which I won't necessarily get into right this moment. For the final ship in the list I went with Tarn Mison as he fit's the bill in terms of points and his ability gives hime some closing potential.
First Evolution:
Hobbie w/ R3-A2 27
Tarn Mison 23
Blue Squadron Pilot w/ Ion Cannon 25 x2
So the first attempt at this list was played today. I decided to roll with B-Wings in the first iteration. Small tourney and all my opponents were playing Imperial. I was up against mostly higher PS Interceptors and Tie Fighter's the first two rounds (also had Vader to contend with in the second round...) and then Krassis with an HLC, Flight instructor and Engine upgrade in the last round. Performance wise I was sorta satisfied with my choice of the B-Wings. They were absolutely critical in the 3rd round where they enabled me to Ion Krassis at range 3 after Hobbie put a stress on him which lead to Krassis narrowly not being able to turn soon enough to avoid flying off the board. That said, the B-Wings were not surprisingly hurt by the higher skill Interceptors avoiding their arcs. I also rolled some hideously bad attack rolls at times which may have changed my overall fate for the day but the list ended up 2 and 1. I really felt that there were more times that the Ion Turret on a Y-Wing would have helped me more than the R3 shots that I could put out with the B-Wing. My next run on this list will swap the Blue Squadron Pilots with Gold Squadron Pilots which incidentally frees up 4 points. I feel there are 3 different directions I can take with the 4 remaining points. In order of what I'm feeling the best options are:
1. Flechette Torpedoes on Tarn Mison, R2 Astromechs on the Golds- This would increase the options for putting stress on some opponents and even if not it's 3 attack die at R3 without the benefit of the bonus Agility dice. The R2 Astromechs then give the Y's some more flexibility in terms of maneuvers
2. Flechette Torpeoes on both the Golds- The idea is to give the Y's an extra Range 3 punch (and stress causing capability)
3. Upgrade the Golds to Grays- Purely a pilot skill build. Not so keen on this at this point but it's an option on the table.
Please feel free to post your thoughts and/or criticism. I'll be updating this again for sure next Sunday, possibly sooner if I get the opportunity to get a game in during the week.