Well this list won against a Dash Outrider list and a Phantom Decimator List so something must have been done right.
Squadron 100 points Rebel
Nera Dantels 26
- Flechette Torpedoes 2
- Ion Torpedoes 5
- Ion Cannon 3
36 points
Lt. Blount 17
- Ion Pulse Missile 3
20 Points
Gold Squadron Pilot 18
- R3-A2 2
- Flechette Torpedoes 2
- Flechette Torpedoes 2
- Ion Cannon Turrert 5
29 Points
Bandit Squadron Pilot 12
- Ion Pulse Missile 3
15 Points
Well the Z-95s are supposed to nail all those big turret ships that have bust out of Wave 5. If they can survive getting shot at they do nicely. So bring two. Remember you do not need to spend the target lock. Calling in missiles with hit effects no one does better than Blount.
Gold can add both Ion and stress in this configuration even to the big ships. With the small ships can double stress so woe to the phantom that ever finds itself in the firing arc.
Nera is a utility but with the trick shot firing torpedo weapons out of arc combined with the Gold Ion Turret it provides some good area control. Plus no one still expects a torpedo coming from behind or off to the sides.
As with all control it has to remove a ship from the fight and focus against the other ships as the stressed ion ship takes a couple turns to shake off the effects and get back into position. If you can catch them near an edge you can zap them off the table. It has been proven against builds that has fewer ships (2 and 3 ship builds) I think if a list matches ship to ship or outnumbers this list it will struggle. The rule of thumb is that you usually need 2 ships to control 1 ship.
Battle Report (with pictures) HERE
Edited by Marinealver