Hey, I just made a list that I want to try to take to the competitive level. Any suggestions would be great!
The premise of the build is to dish out an incredible amount of damage in the 1st or 2nd turn of actual engagement. Jan Ors will likely shoot first in any fight because of Veteran Instincts and the defender will be forced to use their focus or evade token unless they want to be ionized and be a sitting duck next turn. Then Wedge shoots and will hopefully dish out a crazy amount of damage with opportunist (Hoping that the enemy has already used their focus or evade with Jan Ors) and Jan's ability to add another die. So ideally Wedge will have 5 attack dice (6 at range 1) every turn with the enemy left with 1 less defense die. This power turn will leave both Jan and Wedge stressed, but with R2 Astromech and Nien Nunb they can easily get themselves unstressed and start the combo wombo all over again.
Lastly, the Z-95's are there to pack that last punch of the combat round with their concussion missiles. They will most likely be left alone right away because of the threat of the other 2 pilots, giving them a chance to position themselves advantageously.
I just think that this build could decimate the enemy in the 1st or 2nd round of combat.
Rebels (100 Points):
Wedge Antilles, X-Wing
Opportunist
R2 Astromech
Jan Ors, Hwk-290
Veteran Instincts
Ion Cannon Turret
Nien Nunb
Tala Squadron Pilot, Z-95 Headhunter x 2
Both have Concussion Missles
Edited by Bucksesh9000