So, of the TFA core set pilots, I think the one I'm most excited to finally fly is "Blue Ace". Sure, he's no Poe Dameron, but like Lt. Lorrir before him he's got a fun ability that I'd like to try and exploit. With PS5 and no natural EPT, that strikes me as the kind of challenge I'm always up for (hey, I'm still undefeated with Kir Kanos!). Anyways, this is what I've come up with.
"Blue Ace"
R2-D6
Outmaneuver
Integrated Astromech (when released)
Airen Cracken
Veteran Instincts
Hull Upgrade?
That puts me at 51-54 points, depending on the Hull Upgrade, 50 if I want to gamble a bit with PS bids. Obvious idea? Doesn't matter if Blue is in position at the start of combat phase, as long as he sticks close to Cracken he can hard-boost in and hopefully slap the target with one less evade dice+a modifier. What to do with the other points, though? Definitely feel I need a pair of generics with 3-dice, to pump out unharassed damage while the opponent probably murders Cracken. So...
Remove Hull Upgrade from Cracken, Red Squadron Pilot x2 w/R2 Astromechs (and eventually Integrated)
Rookie Pilot x2 w/R2 Astromechs, Blue gets Autothrusters
Blue Squadron Pilot x2, Blue gets Autothrusters
Gold Squadron Pilot x2, Ion Cannons and Title, could remove Hull Upgrade and give them droids (stressbot and R2?)
So many options!
And Blue's shenanigans also leave him on a tight leash with Cracken... but not a lot of great options. Could try to wiggle Squad Leader onto Cracken, which really hurts his economy, or could maybe try to use a SL A-Wing?
Honestly, the Bs are the least appealing looking at my options, especially once IA comes out. Ions? Could help set up Blue and generally do amusing Ion stuff. And Xs are just sexier: RSPs to beat out TLT spam, or Rookies to add some overall survivability to the rest of the squad.
...
I really am a crazy person, aren't I?