Now that we're in a post Guidance Chips work, I'm faced with a quandary about how to create a rebel ordnance swarm. A couple of things are clear to me:
First, Bandits are a waste of time. They shoot too late - after Gold Squadron pilots, after Trandoshan Slavers, after Contracted Scouts - after just about everything. So it has to be Talas.
Second, it has to be concussion missiles. That blank to hit, plus guidance chips gets you at the minimum two hits all but guaranteed.
Beyond that, I'm uncertain. Two main possibilities seem to present themselves.
First, Blount with Thread Tracers, backed up by 4 Talas with Concussion Missiles and one without. That's 4 Concussion Missiles, all shooting with TL, focus and Chimps - have to assume that's a minimum of 14 hits, 16 in many games, and then you have a PS4 Z-95 Swarm with 6 ships. Not bad.
Option 2 is to skip Blount, put 5 Concussion/Chimp Talas on the board and a Chardaan prototype A Wing as a blocker. That's an Alpha strike with essentially 10 guaranteed hits, plus 10 50/50 dice - you should expect 15 hits, on average, and then you have a better blocker.
Which would you take? I feel like the Blount option is the pure Alpha strike - almost anything you point it at will die, but if you come up against a list without an obvious core target, like 4 TLTs, you're a bit stuffed...
I guess, boiled down, the question is: What's better, more dice, or fewer, more reliable dice?