Because I still haven't learned my lesson and will continue to bring the most experimental, zany squads that I can. Anyways, on to the contenders!
Vrill's Vendetta
Eaden Vrill
Ion Cannon
Tactician
Grey Squadron Pilot
BTL-A4 Y-Wing
Ion Cannon Turret
R3-A2
Bandit Squadron Pilot x3
Total: 100pts
Pros: The squad on this list I have the most experience with (and it's had some success). Lots of HP, lots of red dice, a fun control element, and probably the three Rebel ships I know how to fly the best. Chews through low agility ships, stress wrecks the ever-popular Soontir Fel. Three Bandits also serve as solid front-line blockers. Ideal flying isn't super easy, but not impossible, but can result in the enemy being forced to kill the ever-stressing Y at long range or Bandits/Vrill up close and throwing out extra attack dice. The Legendary Bandit Seven will make yet another appearance.
Cons: The Grey Squadron Pilot can, and likely will, die very early on as a single Y melts to focused fire. When he does so, Vrill becomes reliant on generating his own stress. On the rare occasion this squad has failed me, it's been because the Grey has died before he can create situations for Vrill (and the Bandits) to capitalize on. Also, without R1 or Vrill+stress shots, there's mostly just 2 die attacks here, which could make high agility ships potentially killer for me.
Danz Borin's Bros
Captain Jonus
Determination
Bounty Hunter (Danz Borin)
"Mangler" Cannon
Tactical Jammer
Bounter Hunter (Some other random guy?)
"Mangler" Cannon
Tactical Jammer
Total: 99pts
Pros: My insane take on the classic "Jonus Bros" list, with Firesprays instead of Defenders. Good chunk of HP here, and Jonus opens up the action economy. In most situations I should know which Firespray is likely to get shot at first and can take Evade actions with em', with the Jonus re-rolling keeping those die showing hits. Dual TCs and Determination mean Jonus should typically have an extra defense dice if the enemy goes for him, and Determination will keep him alive potentially a bit longer. Consistent damage pumped out by the BHs, plus the joy of regular crits from the Manglers. Also it's not difficult to keep the giant base of a Firespray in R1 of Jonus.
Cons: Dependent on Jonus staying alive and a low total of actual red die thrown per turn (only eight). Highly experimental, as I haven't gotten much play time with this but I'm somewhat hopeful. Only two agility across the board, swarmish squads might chew through em' quickly (thankfully, those are rare in my meta). If the BHs die before Jonus, Jonus is likely hopeless. Chewbacca will laugh at this squad.
The Obsidian Blade
"Howlrunner"
Squad Leader
Experimental Interface OR Stealth Device
Scimitar Squadron Pilot x2
Proximity Mines
Obsidian Squadron Pilot x3
Total: 100pts
Pros: As I mentioned, swarms of any kind are pretty rare in my meta and this could punish all the low agility, two ship lists I've been seeing. OSPs are Predator proof and give a bit of a PS bid against other swarmy ships that might be used for filler, "Howlrunner" is "Howlrunner"... but the real nasty can come from those Bombers. Proximity Mines with the low PS means they can try to snipe annoying targets like Fel, with Howlrunner using SL to potentially let those bombs fly later in the round should an opportunity arise (also, I can have the Bomber BR into position, using SL to then drop a Proxy that'll hit!). Pretty much just a TIE swarm otherwise, the Bombers just throw in a little more beefiness and have the surprise Proximity Mines. I love the name of this squad.
Cons: Like any TIE swarm, completely dependent on "Howlrunner" staying alive... and on flying in a tight formation. Getting better at that formation flying, but it's still not easy. Also not sure whether to give Howl the Interface (so she can Evade+SL on the turns when she drops a bomb) or the Stealth Device (knowing full well it means using the EI means sacrificing her evade or focus token that turn). I also have to be careful with the Proximity Mines, as the Bombers go first in Activation Phase for my squad and it'd be embarrassing to accidentally Proxy mine myself. Not to mention that Proximity Mines are a pretty big gamble on how effective they can actually be. This squad doesn't have my typical naming scheme, awesome as the name may be. Can see Decivader just eating Howlrunner the first chance one gets.
Bonearm's Bandits
Dace Bonearm
Veteran Instincts
Ion Cannon Turret
Engine Upgrade
Kavil
Ion Cannon Turret
Determination (could drop for initiative bid)
Unhinged Astromech
Cartel Spacer x2
"Heavy Scyk" Interceptor
Flechette Cannon
Total: 100pts
Pros: As close to a Scum control (Scumtroller?) list I've designed, and completely out of the blue for anyone who might face it. More than capable of Ioning+Stressing ships in the same turn, making em' useless next turn. VI+EU Dace Bonearm becomes an arc dodging fool, still plinking away with that Ion Cannon. Two ioners means Dace is almost guaranteed to use his ability to tack on extra damage most rounds of firing. Kavil+ICT is throwing four dice more often than not, meaning someone is eating an Ion Token. Also works to help keep things even (ish) against Autothrusters, especially if they don't have/lose the SD. Flechette Cannons are pretty "meh", but it does help the Scyks get in damage at long range. On a personal note, it's also an incredibly fun list to fly, and has also shown some signs of being able to hold its own. Could potentially walk a few ships, especially big bases, off the board.
Cons: At 100pts, Bonearm could find his arc dodging nullified (could drop Determination from Kavil to get to 99 perhaps). Even with Bonearm's extra ion damage, the overall damage output here is low, and equally "meh" HP means a slip up or two could spell disaster. Also runs into the issue of Falcons and Decimators both looking to be strong counters, as they care less about being Ioned, stress won't stop RAC's ability, and the squad will be hard pressed to chew through 13-16 HP if they're never in a positioned to be walked onto a rock or off the board.
So yeah, that's what I'm looking at. None of em' are "typical" meta lists (what can I say, I'm a crazy person/masochist), but all of em' could potentially catch some players off guard because of it. Not mention all four have their reasons that are amusing to fly and could, potentially, be effective against a number of other squads. I wish I had enough time to play a couple dozen games with each of em'...
Edited by Comradebot