Y-Wing: Syndicate Thug (18)
Twin Laser Turret (6)
JumpMaster 5000: Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Plasma Torpedoes (3)
Guidance Chips (0)
Recon Specialist (3)
Feedback Array (2)
R4 Agromech (2)
JumpMaster 5000: Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Plasma Torpedoes (3)
Guidance Chips (0)
Recon Specialist (3)
Feedback Array (2)
R4 Agromech (2)
Option B:
Y-Wing: Syndicate Thug (18)
Twin Laser Turret (6)
JumpMaster 5000: Contracted Scout (25)
Deadeye (1)
Extra Munitions (2)
Plasma Torpedoes (3)
Guidance Chips (0)
Intelligence Agent (1)
Feedback Array (2)
R4 Agromech (2)
JumpMaster 5000: ยท Manaroo (27)
Deadeye (1)
Extra Munitions (2)
Plasma Torpedoes (3)
Guidance Chips (0)
Recon Specialist (3)
Feedback Array (2)
R4 Agromech (2)
B loses a rec spec and spends the 3 points thus freed up to boost one Scout to Manaroo and put an Intel agent in the scout.
In both lists the idea is to have 2 durable torpedo boats that still can do work after they use their munitions, rec spec/R4 aggromech combo gives them target locks and focuses all over the place for maximizing damage and defence and feedback array punches damage through, hits high agility targets and combos well with a low ps big base for blocking and dealing damage.
Rec spec - Deadeye - R4 aggromech is a pretty sweet combo - it allows four dice torpedo shots at anything in arc with target lock, focus and guidance chips - I don't have any numbers crunched but from experience it seems to deliver 4 hits virtually every time.
First list is 2 ps3 ships both wirh rec spec but the b version gives one ship +1 ps and the ability to hand off tokens which might be sweet - and intelligence agent makes them even better blockers when needed.
What do you think? I like the Manaroo version for its greater profile of tricks but the simplicity and extra focus tokens from Rec spec in list A might make it more forgiving over a tournament schedule.