I'm looking at setting up a Jake Farrell based list centered around getting him moving during the combat phase. A preliminary list looks like this:
- Jake Farrell
- Stealth Device
- A-Wing Test Pilot
- Push the Limit
- Outmaneuver
- Chardaan Refit
- Garven Dreis
- Hull upgrade
- R2-D6
- Veteran Instincts
- Kyle Katarn
- Engine Upgrade
- Moldy Crow
- Veteran Instincts
- Twin Laser Turret
- Recon Specialist
The goal is to have Garven and Kyle mostly stay out of the way and buff Jake. Jake could then take a TL or Evade for his action, and during combat phase be assigned a focus by either Garven or Kyle (probably Kyle). Jake either boosts or barrels, then uses PTL to perform a focus action and does the other of boost or barrel. This leaves him with two focuses, a TL or an Evade, and both a boost and a barrel after everyone else has moved. With his dial, shedding the stress is easy. Based on that he should be near impossible to hit without a turret, and he can pick his range easily.
Kyle is obviously the primary focus generator since he can generate two focuses per turn and keeps them between rounds. His focus transfer also happens at the very start of the Combat phase (essentially making Jake Pilot Skill 12 for actions), so it's guaranteed to be before any shots are taken at Jake. Being able to work at range 3 also helps. The TLT is there to keep Kyle from being such an easy target.
In this list, Garven is the backup in case Kyle can't do his job for whatever reason. Garven can also help defend Kyle at close range.
So a few questions to consider:
- Elusiveness instead of Outmaneuver. Makes Stealth Device more effective at the cost of being able to deal more damage. This should really only matter against turret ships, since he can pretty easily arc dodge.
- Removing VI from Garven to give the option of shooting then moving instead of just being a backup.
- Removing Garven entirely and using the points elsewhere.