Okay, so I'm toying around with bringing this to a Team Epic, with the express purpose of destroying whatever Capital ship the enemy brings. Keep all the Bandits clustered close to Blount, until they're in range. Comm Boost to bump up the three HM Bandits with the best shot, so they can TL/Focus their rolls to bring the shields down, Rieekan triggers to push everyone to PS12, Blount fires the XX23, and auto-hits, to throw TL to all the Bandits which shouldn't be too hard to keep in R1-2 of him, then the Bandits all fire HM to rip into the Capital, then the IPM fire to remove the energy for it to repair itself. Dodanna is an iffy pick as I'm not sure how easy it'll be to keep some/most of the HM Bandits in R1 to bump the <BOOM> to <KABLAM> results.
What am I missing? (and yes, there's always a huge ship when we play Team Epic - we have a house rule that there needs to be at one huge ship on each side)
Lieutenant Blount — Z-95 Headhunter 17
Veteran Instincts 1
XX-23 S-Thread Tracers 1
Ship Total: 19
GR-75 Medium Transport — GR-75 Medium Transport 30
Carlist Rieekan 3
Jan Dodonna 6
Comms Booster 4
Comms Booster 4
Comms Booster 4
Ship Total: 51
Bandit Squadron Pilot — Z-95 Headhunter 12
Homing Missiles 5
Ship Total: 17
Bandit Squadron Pilot — Z-95 Headhunter 12
Homing Missiles 5
Ship Total: 17
Bandit Squadron Pilot — Z-95 Headhunter 12
Homing Missiles 5
Ship Total: 17
Bandit Squadron Pilot — Z-95 Headhunter 12
Homing Missiles 5
Ship Total: 17
Bandit Squadron Pilot — Z-95 Headhunter 12
Homing Missiles 5
Ship Total: 17
Bandit Squadron Pilot — Z-95 Headhunter 12
Ion Pulse Missiles 3
Ship Total: 15
Bandit Squadron Pilot — Z-95 Headhunter 12
Ion Pulse Missiles 3
Ship Total: 15
Bandit Squadron Pilot — Z-95 Headhunter 12
Ion Pulse Missiles 3
Ship Total: 15