Hello just looking for some input for this list:
YV-666-Latts Razzi (33) 42 Total
K4 Security droid (3)
Outlaw Tech (2)
Weapons Engineer (3)
Maneuvering Fins (1)
JumpMaster 5000-Contracted Scout (25) 32 Total
Deadeye (1)
Plasma Torpedoes (3)
Extra Munitions (2)
4-Lom (1)
Guidance Chips (0)
Y-Wing-Syndicate Thug (18) 26 Total
Dorsal Turret (3)
Plasma Torpedoes (3)
R4 Agromech (2)
Guidance Chips (0)
BTL-A4 Y-Wing (0)
100 total points
I know Dorsal Turret on the Syndicate thug may not be the best choice but in order to save points and still throw 4 attack dice a turn (6 if a range one attack) didn't seem so bad especially if its paired with Razzi's ability. The same deal with the Plasma Torpedoes on the scout and the thug I'm anticipating combining that with Razzi's ability in the initial attacks to knock of some shields quick. I'm a little less enthusiastic about outlaw tech was thinking there maybe better options. Any other ideas or input or if anyone used something similar if they had good results or not would be appreciated.