ok, so you get to decide a list for your partner and you to take (it has to be two 200 lists thats legal)
My first instinct was to build a rebel list around Kyle, Jan, and Biggs.
http://xwing-builder.co.uk/view/81099/team-epic-with-the-new-ships#view=full
I played this at a 300 point vs imperial and did very well (I didnt have the 100 points of z95s or ewing).
However after playing this I noticed Luke was a weak point, so adding 33 points into something with a little more kick might be best.
So the strategy behind the list is a little intense after a few rounds but...
Everyone flies in formation by biggs.
Kyle starts gathering focuses
First round Biggs is double focused and r2f2, Horton is focused and target locked (shooting 5 dice at whatever he wants to that is within his range -and no disadvantage for range 3)
Then the next turn you use the transport to take away a token from a guy who is at full health who found himself range 1 of wedge... 7 dice focused, of which 3 blanks will become hits...
While this list was incredible fun to play, It got me thinking about all of its flaws...
So then I created am imperial list... *cue the dreaded music
http://xwing-builder.co.uk/view/82674/team-epic-imperial
Now this is pure insanity to fly against.
You have 6 assault missile shots (if you spend 3 turns reaching your opponent you have 5 focused and rerollable skill 9 shots)
then after your alpha strike hits at skill 9, your 6 man tie swarm peppers anything that survived (with howlrunner adding the bonus) then Howl and Captain kagi go at skill 8, then the last bus shoots at skill 6)
of coarse if you wanted to fly two different wings, send boba to support your skill 8 swarm, and your skill 9 alpha strike can kill whatever it wants.
So I want to know, what is the weakness to the second list? (and yes, you can split both lists equally into 200 points)
The only weakness I could see at first is a similar list with a weapon engineer on Col Jendon. but dag on, I dont think the rebels would have a chance against this list