These are all fairly similar, so I'm wondering if anyone thinks any variant has a particular edge.
Version 1
Blue Sq. B-Wing
>Ion Cannon
>Tactician
>B-W/E2
Blue Sq. B-Wing
>Ion Cannon
>Tactician
>B-W/E2
Rookie X-Wing
>R3-A2
Rookie X-Wing
Has the most raw firepower, good against Decimators, but might have trouble ionizing another type of large ship in one round.
Version 2
Blue Sq. B-Wing
>Ion Cannon
>Tactician
>B-W/E2
>Fire-Control System
Blue Sq. B-Wing
>Ion Cannon
>Tactician
>B-W/E2
>Fire-Control System
Rookie X-Wing
>R3-A2
>Flechette Torpedo
Bandit Sq. Z-95
>Ion Pulse Missiles
Trades the raw firepower of the second Rookie for a Z-95 that can solo-ionize anything with a decent roll. Frees up points for FCS's on the B's, and a Flechette that will allow the Rook to double-stress somebody once per game.
Version 3
Blue Sq. B-Wing
>Ion Cannon
>Tactician
>B-W/E2
Blue Sq. B-Wing
>Ion Cannon
>Tactician
>B-W/E2
Rookie X-Wing
>R3-A2
Airen Cracken
>Swarm Tactics
Sacrifices the fourth ship's role as a heavy hitter or control piece for the utility of Cracken.
Version 3
Blue Sq. B-Wing
>Ion Cannon
>Tactician
>B-W/E2
Blue Sq. B-Wing
>Ion Cannon
>Tactician
>B-W/E2
Rookie X-Wing
>R3-A2
Lt. Blount
>Draw Their Fire
>Ion Pulse Missile
Tags in Blount for a guaranteed ionization shot, after which he becomes a bullet sponge for the more expensive ships. But his higher PS could lead to bumpage situations, and possibly deny him a target lock right when he needs it most.
I kind of like all of them. Anybody see an advantage to one or another?