Yin-Yang list

By SaszaPL, in X-Wing Squad Lists

The idea of the list is that one of the ships is supposed to be a tank, while the second hits heavily. In the end game, when only one survives the opponent, either has advantages (tank as it is really hard to go through his defense, damage dealer due to to damage output).

Kanan Jarrus (38)
Reinforced Deflectors (3)
Dorsal Turret (3)
Lando Calrissian (3)
C-3PO (3)
Experimental Interface (3)
"Chopper" (37)
Fire-Control System (2)
Dorsal Turret (3)
Hera Syndulla (1)
Han Solo (2)
Anti-Pursuit Lasers (2)
Total: 100
Kanan gets from 2 to 4 evades each turn and in some cases uses in skill. With Deflectors he is easily able to take heavy fire, while being dealt only single or double damage. In the end game his endurance means that is really difficult for the remaining enemy ships to go through.
Chopper is the punch in this list. He does not care about the stress while positioning (can do K-turns and all hard turns stressed), is able to get a modified attack roll in 360 degrees (R1-2). If anything bumps into him, he deals damage and stress (or ion and stress).
What are your thoughts on such build? I was thinking about dropping Chopper to Lothal Rebel and giving him either a EU (for extra mobility) or Gunner instead of Hera, but that would mean that stress kills him in no time.

solid build, but how do you plan on dealing with imperial aces like soontir.

You need to try to block them. In your favor is the fact that they are action dependent and love autothrusters so much, while you have arcs on both sides. This means that aces needs their actions to get in between those arcs, where you still are able to hit with dorsal turret. Late game, Soontir has no chance to damage Kanan, unless Range 1 4 hits goes through while Lando blanked out.

If Soontir has 4 green + evade + focus, than Kanan won't damage him unless you get him in R1 main arc, with 5 red and a focus you may get some luck. Otherwise it will be hard. What is in your favor is that those lists will usually have PalpShuttle - go for it in the first place. It should go down in 2 rounds of firing. Without it, the defense of aces is reduced but more important the aces themselves has very low damage output, besides Tie Phantom... If Chopper is still alive, it is capable on doing some magic with his red maneuvers, Han and FCS "magic" to get aces in arcs and sneak through a hit with modified attacks.