37 Chopper
2 Ion Projector
2 Autoblaster turret
3 Accuracy Corrector
1 Zeb
3 Kanan
0 Ghost
20 Ezra
3 Push the Limit
3 Kyle Katarn
0 Phantom
18 Gold squadron Y-wing
6 Twin laser turret
2 R3-A2
100 Total
This struck me a fun way to run the Ghost and Phantom. The list is loosely designed around stress manipulation and allocation with fairly hefty damage dice to back it up.
Basically Chopper aims to crash into as much stuff as possible dishing out stress and ion tokens as he goes. Zeb is there to ensure I can fire, even if I get into a big pile up. Accuracy corrector + autoblaster turret is short ranged but a great way to clear away arc dodgers at Range 1. Kanan is there to help clear stress from my own ships, particularly the Phantom.
Ezra pilots the Phantom with the aim of stressing every turn via PTL for boosted defence. Provided I stick close to the Ghost, I can clear the stress next turn on a green or white and then repeat. Kyle is on board to give me a spare focus token every time I clear a stress token. This gives the Phantom great action economy with a free Focus-effect on my dodge rolls, a free focus token each turn from Kyle and 2 actions from my bar with PTL.
Lastly to back them up is a good old stresshog. This list has quite a lot of health and punch although only the Phantom has any real defense. Still, with stressed and ionised opponents, that should cut down the incoming fire a bit.
Should I go with TLT on the Y-wing or would an Ion Cannnon be better here?
Is autoblaster + accuracy correct a good choice or would dorsal turret and fire control system give me more reliability overall?