I rave about this list at every oppourtunity possible but I feel that it needs its own thread, it's that good. I've also created a thread about Crackshot lists but this list specifically needs attention.
Someone at Worlds this year placed with 5x Crack Squadron, an Obsidian, and an Academy. I figured 6 Crackshot ships would be better, and 6 Crack Squadrons is 90 points. So you have 10 points for conversions to FO's.
The FO's fly like a dream. That 2 Segnor's loop is soooo good and I can't tell you how many times I've had an FO skate by an extra turn or two with one health left thanks to the extra shield.
Things NOT to do with this list:
1.) Swap out Omega Squadrons for named TIE Fighters. They die ASAP and aren't worth it, even Howlrunner.
2.) Fill the last point by upgrading an Omega to Zeta Ace. At first this looks obvious, as initiative bids at PS 4 aren't neccesary (yet) and you get Zeta Ace's ability for free. But DON'T, this is a trap. After a few games you'll realise that having one ship at a higher PS means that it will often force other lower PS ships to bump into it by not being able to move out of the way first. You'll realise that the 2 distance barrel roll rarely actually helps and his awkward PS is denying you actions.
3.) Fly in a tight, neat formation. Stop this. Set them up in a neat formation, and then turn 1 have them do varied straight manuevers and barrel rolls so that they spread out more. This makes you far less predictable, makes it much easier for enemy ships (especially large bases) to bump into your blob, and offers you much more flexibility in your manuevering. No longer will all of your ships get arc dodged with a single barrel roll, or have all of your ships' K-Turns get blocked by a single ship.
4.) Stop chasing Acewing ships when you know it's hopeless. Think a turn ahead so that if you commit to swerving towards one ace and it ends up swerving out of the way, you can recover with a K-Turn or hard turns and get back into the fight within one turn. Someone flying Poe, Miranda, and a TLT Y-Wing against you has no chance against your 6 Crackshots if you don't fall for their tricks of getting you to hopelessly chase. A Super Poe that's running away might as well be dead, he's not shooting.
So next time you play, try this list. Proxy the cards and ask your opponent to play a typical Acewing meta list and see how well you do. Swap sides and see how your opponent plays it.
And you know the best thing about this list? For Escalation you fly nothing but Crack Squadrons. Unlike a lot of meta lists that suffer having to drop things to fit in at 90 points or 60, nothng but Crack Squadrons is optimized for every round except the first one and then it just gets more and more ludicrous. So you'll get practice flying on Escalation night for the standard 100 point game too.