With the JM5k coming out soon, I've been toying around with a list idea featuring the JM5k and a YV-666.
I came up with something like this:
Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
R4 Agromech (2)
Guidance Chips (0)
Syndicate Thug (18)
Twin Laser Turret (6)
Trandoshan Slaver (29)
"Mangler" Cannon (4)
Gunner (5)
"Gonk" (2)
Bossk (2)
Total: 100
The Jumpmaster torpedo boat is fairly obvious, just unload at targets of opportunity.
The YV slow rolls and uses Gonk for his actions, first loading him up with tokens and then regenerating. Bossk + Gunner will provide him with dice modification. The only problem is he has to shoot Mangler first.
The TLT Thug covers the ass of the YV and finishes off after the big boys.
What would you change here?
I'm thinking of dropping the Mangler and either giving the YV Concussion Missiles + Guidance Chips or using the points to give the Y-Wing an R4 Agromech and some illicit stuff to the big ships (Inertial Dampeners perhaps?).