So, I got an idea yesterday to help improve the team versus swarm or strong jousters list: give Counter-measures and Glitterstim to Moralo Eval. This way, once per fight, when at the start of the combat phase I see that my opponent will concentrate fire on the YV, I pop Counter-Measures and Glitterstim for the round. This way, the YV now have 2 agility with a Focus versus each attack and can also remove one target Lock my opponent might have. That could give me 1-2 more turn against them before they turn for IG.
2 sacrifices that I would have to make:
1- No more Inertial Dampeners on the YV. It means that I won't be able to stay stationary 2 turn in a row. During the first tournament, it was really helpful. But I think that survivability trump being able to pull it.
2- To get the 4 points needed for Counter-Measures and upgrade ID to Glitterstim, I need to remove the Ion Bomb (not too bad, it was useful, but never game changing) and drop the HLC for a Mangler (that's the part that really hurt). No more 4 dice attack for IG. On the other hand, I'll give more crits and will be able to use IG-B Gunner ability even in range 1. Also, if Moralo can survive longer, it means that it will be 1-2 more turns where he will be able to attack, so it might actually trump the dice missing from IG. One little advantage I found though, since I got rid of 5 points, it leaves me with 1 point and nothing to do with it so, it will give me a little initiative bid versus IG list (without VI, of course).
So, here's my old list: (100pts)
Moralo Eval with Ion Cannon, Bossk, Gunner, Tactician, Inertial Dampeners
IG-88B with Wired, Sensor Jammer, Heavy Laser Cannon, Autothrusters, Inertial Dampeners, Ion Bomb
And here's the new: (99pts)
Moralo Eval with Ion Cannon, Bossk, Gunner, Tactician, Glitterstim, Counter-Measures
IG-88B with Wired, Sensor Jammer, Mangler Cannon, Autothrusters, Inertial Dampeners
So, what do you think is better? More survivability for Moralo or more firepower from IG?