I do not know how many times I have seen this list be invented in these forums, but each time it seems to be by a different person, in a different thread, for a different reason.
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Howlrunner
4x Alpha Squadron
+ Autothrusters
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Howlrunner occasionally has Determination, Swarm Tactics, or no upgrade at all for a strong initiative bid.
Its got better damage than a BBBBZ, mobility enough to operate without clustering if necessary, operates very efficiently in asteroids, and at PS 1 is great at planning maneuvers and blocking.
Moreover, with the Autothrusters on line at Range 3 or out of arc, you're looking at very efficient damage mitigation as well.
Also, it can fortress, if you're into that, springing into action only when your opponent has strayed too close.
It can basically do everything, ever, with the price of relative fragility.
Here's the mitigation spread:
Interceptor with AT and F active: 68.36% to avoid 3 damage, 94.73% to avoid 2+
Interceptor with AT active : 21.09% to avoid 3 damage, 68.55% to avoid 2+
Interceptor with F active : 24.41% to avoid 3 damage, 68.36% to avoid 2+
Interceptor Naked : 5.27% to avoid 3 damage, 31.64% to avoid 2+
So, yes. If you're caught out, you're in trouble. However, against the ships that are guaranteed to have shots on you, you're very likely to have full defenses up, and will be taking very small amounts of damage per round.
Meanwhile, every other interceptor in the squad will be dealing the following damage spread:
Interceptor with HR and F active: 73.83% to deal 3 damage, 94.92% to deal 2+, 2.68 avg
Interceptor with HR active: 42.19% to deal 3 damage, 84.36% to deal 2+, 2.25 avg
Interceptor with F active: 31.25% to deal 3 damage, 68.75% to deal 2+, 1.94 avg
Interceptor Naked: 12.5% to deal 3 damage, 50% to deal 2+, 1.5 avg
Howlrunner herself doesn't get her bonus, so her averages are 1 damage without Focus, or 1.5 with.
A fleet/round expected damage of appx 12.23 isn't anything to sneeze at, particularly when neither set of bonus dice has been included in the line-up.
This list, as a hunter of Pic/Gorc fleets, has potential. It's got higher expected damage than BBBBZ, takes less damage per attack, and has substantially higher mobility.
Against any other fleet, its mobility factors in more, and so has strength to add to any weaknesses coming in.
Also, there's that Fortressing thing that I mentioned; If you don't know how an enemy fleet stacks vs yours, or you know you can gain significant advantage by forcing the fight to be in a single corner of the field, you can opt to stay there until your opponent has moved into a space more advantageous for you than it is for them.
//TL:DR//
A surprisingly versatile list, whose strengths are varied enough that you can fly it completely differently for any given opponent to have a supreme advantage.
Definitely one with a high skill-ceiling, though, as you can leave yourself open to ruin just as easily.