Hello everyone this is my first post on the forums, greetings to all my fellow lovers of this excellent game of X-wing.
Here is a list I've been running recently which I am calling "Green Arrow". This list is for anyone who both enjoys winning through outmaneuvering their opponent and who wants a challenge. So far I'm 7 and 2 with it, mostly on Vassal:
http://xwing-builder.co.uk/view/292005/green-arrow
As you may have guessed from my username I am a big fan of A-wings, in fact I've nearly exclusively flown them to every tournament I've played in over the last year. They sheer speed and maneuverability of the air-frame is unrivaled (Big ship boost cheese mechanic aside) and while they can be very dice dependent they have a lot of tricks up their sleeves played right.
The list has 4 identical Green Squadron pilots with Push the limit, Wingman, Chadraan, A-wing Test pilot, and Hull Upgrade. They price in at 25 points each, so you are at an even 100 but that's ok as you will almost NEVER care about initiative. Seriously few players take PS 3 pilots.
The main cool thing this list lets you do is use wingman and push the limit nearly every turn on every ship. As long as you fly in formation you will reliably double action and effectively receive 0 stress. You can K-turn as a group and have 0 stress. And thanks to the A-wing's insane 50% green manuever dial you can effectively laugh at Rebel Captive and Panic Attack stress generating builds.
The "Arrow" part of the name comes from my favored deployment style, the Arrowhead or Wedge formation. Here is what it looks like:
Wedge Heavy Left (Right Corner Deployment)
Arrowhead (Center Deployment)
Wedge Heavy Right (Left Corner Deployment)
This formation allows you to reliably fly in formation close enough to use Wingman and so that you can avoid bumping yourself very easily. You can also change formation from the wedge or arrowhead into a line formation very easily. Its important that you NOT try to fly a standard box formation as you often see with tie fighters, the A-wing's dial does not work well flown that way, its too fast and if one ship bumps in that formation you lose all your actions for a turn which you absolutely MUST NOT DO with this build.
The last trick of this list is Hull Upgrades. While Autothrusters is a great modification it is most well suited for lists with 1-3 A-wings all flying seperate from each other and trying to dodge arcs. With Green Arrow though you are going to fly straight down your opponent's throat early game, before splitting up and arc dodging, so the extra hull point helps a lot. You no longer have to worry about getting killed off by lucky Direct Hits or Minor Explosions as much either. Plus having 20 hit points is just about always going to be better than 16.
Tactics wise this list is meant to be flown straight at your opponent's list while focusing and evading nearly every turn. Your goal is to try to use your speed to get into range 3 on turn 1 of whatever your opponent's largest and most expensive ship is and so as much damage to it as you can in the initial pass. You can largely guarantee 2 rounds of shooting at it by pushing 1 (ie: move 1 ship straight 4 and the rest straight 2) ship slightly ahead of the rest to block the large ship, the wedge and arrowhead formations have the added benefit of conveniently blocking the majority of the places a large ship can move too to fly past you when you do this. Once they are "in the trap" you will usually 5 K-turn for your next move, now conveniently being behind them and having more shots. All while clearing your stress through wingman and green moves.
Most players fall into the trap thinking "those are just A-wings, I can tank their damage easy) and will fly straight at you. Most games though it works out that you throw 8 red dice at the big ship the 1st turn at range 3, 9 dice at it the second turn at range 1, and 8-10 dice at it after the K-turn on turn three. That is usually about 20 dice, which will reliably kill many of the big ships in the game.
From that point you break off into pairs and hunt down your opponent.
This list does have a harder time vs other arc dodger lists, as your low PS require you to anticipate where your opponent will move, but that is where the skill comes in.
Definitely not a list for the timid or for those who don't like to "fly hard", but it works great done right. If you give it a try let me know how you do with it!