I've started a month of practicing for an upcoming tournament. There are two lists that I have been very keen to try out. One is Tango and Cash (Dash, Roark and 2 Z's). This is probably the "stronger" of the two on paper. However, the one I am more excited about because it is less in line with what is popular is this:
Corran (PtL, AdvS, R7-T1)
Porkins (Lone Wolf, R5-D8)
Mison (R7)
I played my initial "laboratory" game last night against a friend who is still relatively new to the game. Wanting to go up against a more common list, I built him a Phantom and mini-swarm:
Whisper (VI, FCS, ACD, Mara Jade) I would have provided him with a Rebel Captive, but I do not yet have one.
Howlrunner (Swarm Tactics)
BSP
Academy
Academy
He made a single big mistake that I capitalized on, but I achieved what I wanted to in the test environment. That is, seeing exactly how these ships would fly, their cards interactions and what first turn deployment should look like.
My initial conclusions are the following:
1. Porkins is a great pilot. The ability to ignore stress and take actions after a K-turn is powerful. Paired with Lone Wolf, R5-D8 means that he can repair with some reliability and still have a pseudo action from the rerolls. He also gets a nice little defensive buff from the EPT.
2. Corran is also a great pilot. The key to flying him well is remembering that you don't have to use his ability every turn to get the most from him. The same goes for PtL. A lot of times the threat itself is a scary proposition and if you save it for that clutch moment, you won't be disappointed. R7-T1 was used a couple of times, both offensively, and allowed him to destroy two TIEs with range 1 shots.
3. Mison is good and paired with Corran helped to give the opposing player a difficult choice because neither ship is necessarily weaker on the defensive side. Mison's action economy is another added feature. In the aftermath of the game, I have been thinking about the utility in replacing him with two bandits and gaining a 1 point initiative bid with this list.
4. Deployment is another powerful tool toward helping with victory. Offsetting your ships slightly or pointing them in other directions can really fool an opponent into guessing what your intentions are. I have found that those first 3-4 turns of a game are crucial to winning. Gaining an advantage during deployment can be the difference between victory or defeat.
5. Initiative. In a meta that is dominated by high pilot skill ships, VI Whisper, it is not a big deal for me to strive for the bid. All the ships in this list are 8 or lower, which I know is probably going to be lower than my opponents. The great thing is, that is ok!
Overall, understanding how this list flies is going to be crucial to beating veteran Phantom players. I definitely don't think it is an impossible feat, although it will be a challenge. Adding a pair of Z's will probably help with the staying power and provide good cover for Corran as he leads the attack. I'm really happy with the surprise offered by pairing Porkins with Corran. I think they have the potential to be a great duo.