I tried this one out and for the couple of games I played It got to the point where people eventually had to pick their poison with the syck or take on the IG's with the extra action.
The Scyk was a bit squishy and went down early. But not after a couple turns of passing extra actions to the IG88's the hardest part was keeping them turned. But had the most luck just circling the track on the outside leaving enough room if one ship gets ionized. Also difficult keeping a wall amongst asteroids. Was good enough to keep solid target locks up for about 4 rounds, with an extra evade or focus to minimize damage and allow the M3-A Scyk to barrel roll behind the IG88's when needed.
There are plenty of ways around this list, but also plenty of options to make it hurt when they tried. These ships are low cost enough (as opposed to Imperial Cadi's (decimator) to be able to pull this off and still have a squad lear capable ship left. Even if the Scyk is a flash and burn.
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Dirty QB and the Hogmollies
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Click to change squadron details
100 points
Pilots
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IG88-A (40)
Aggressor (36), Draw Their Fire (1), Fire-Control System (2), IG-2000 (0), Tactical Jammer (1)
IG88-B (38)
Aggressor (36), Draw Their Fire (1), IG-2000 (0), Tactical Jammer (1)
Serissu (22)
M3-A “Scyk” Interceptor (20), Squad Leader (2)