Who says only U-boats get to have fun with munitions?
These are a couple lists I came up with to take advantage of Lt. Blount with a swarm of Z-95s. Just theorycrafting for now, I don't have nearly enough ships to actually do this yet.
Lt. Blount (17)
X-23 S-Thread Tracers (1)
Squad Leader (2)
Bandit Squadron Pilot (12) x5
Concussion Missiles (4)
Guidance Chips (0)
Total 100
So this list seems pretty good; five missiles on turn 1 ought to be able to kill something. Squad Leader is to give Blount some relevance after turn 1 to help out any of the swarm that didn't get to fire their missiles (presumably because the first 3-4 turned the target into a molten wreck). The drawback is that you miss out on the initial salvo if Blount gets killed before he gets the tracers off. I thought about dropping two of the bandits for Biggs to solve that problem.
Lt. Blount (17)
X-23 S-Thread Tracers (1)
Squad Leader (2)
Biggs Darklighter (25)
R4-D6 (1)
Plasma Torpedoes (3)
Integrated Astromech (0)
Bandit Squadron Pilot (12) x3
Homing Missiles (5)
Guidance Chips (0)
Total 100
This list sacrifices some firepower for more resilience. I also thought about dropping Squad Leader to put Ion Torpedoes on Biggs as a way to deal with aces, but seeing as how he might die before getting to fire I wasn't sure it was worth the points. I think Homing Missiles are better than Concussion Missiles against Aces (which I could see being a problem for this list) because it stops the use of evade tokens.
Any thoughts?