Two Evils (400/400)
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MC30c Frigate: MC30c Torpedo Frigate (63 + 25)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
+ H9 Turbolasers (8)
+ Admonition (8)
MC30c Frigate: MC30c Torpedo Frigate (63 + 21)
+ Lando Calrissian (4)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
+ H9 Turbolasers (8)
Nebulon-B Frigate: Nebulon-B Escort Frigate (57 + 15)
+ Veteran Captain (3)
+ Turbolaser Reroute Circuits (7)
+ Yavaris (5)
Nebulon-B Frigate: Nebulon-B Support Refit (51 + 34)
+ General Dodonna (20)
+ Turbolaser Reroute Circuits (7)
+ Salvation (7)
Squadrons: "Dutch" Vander (16)
Squadrons: Wedge Antilles (19)
Squadrons: Luke Skywalker (20)
Squadrons: Tycho Celchu (16)
Objectives Assault: Precision Strike (0)
Objectives Defense: Hyperspace assault (0)
Objectives Navigation: Dangerous Territory (0)
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Okay, so I've been tinkering with this list for the past couple of weeks, and I'm liking it pretty well so far. It gives me very good layered-threats capability, good flexibility, decent deployments (6) and activations (4), good speed, and pretty good squadron defenses.
A couple of my unconventional choices:
H9 on the torpedo shrimps. These have been serving me surprisingly well. With the blue dice, that's a guaranteed accuracy on every shot. If I double arc, even with ECM, one of those accuracies is getting through unmitigated every time. It gets much much worse if I can set up shots from both shrimp, or if my APT/Dodonna crits start fishing up defense token mitigators like Injured Crew or Faulty Countermeasures.
TRC on Yavaris. This upgrade transforms Yav from a one-dimensional to a multi-dimensional threat. That reliable damage from TRC gives you even more hitting power with Yav, and expands her threat range from "wherever there are bombers" to everywhere within long range. A big, punchy follow-up immediately after clearing out shields with Dutch, Wedge, and Luke/Tycho is a huge deal, especially with the option to threaten a Dodonna crit on there. And don't forget, you can do it out the side or rear arcs too.
Yavaris in a not-heavy-bomber fleet. Yavaris in this list is my anti-squadron enabler, not primary offense as she is in most cases. She is there to push Dutch and Wedge to threaten bombers, and clear out TIE swarms with AA. That's not to say she doesn't still threaten the double-tapping bomber combo if I do win the squadron fight or face an all-ship build, but that's not her primary role. I chose the four squadrons to maximize their anti-squadron threat while still retaining a secondary, reasonably potent bomber capability.
Hyperspace Assault. I have no idea why people seem to think HA is a poor objective. If I'm facing a squadron-heavy list, Admonition goes into hyperspace; if it's heavy-hitting ISD's or MC80's, it'll be Lando; if there is no squadron screen, it'll be Yavaris. You don't hyper in behind the adversary, but on top of him. If you deploy the tokens right, it's extremely difficult to pass them by without granting a position that will either give the MC30 a fork (two close-range threatened targets) or a head-on double side arc block. Yavaris is a bit harder to get the fork, but also much more forgiving of not quite getting it, since she can hit at range. The key to HA, though, is layered threats: you have to have the rest of your fleet in position to intercept the rats that your objective ship is flushing out, giving them nothing but terrible choices in activation order. Run away from this double-arcing MC30 into the jaws of Salvation and another MC30? Please do!
Overall game plan: the shrimps pick a target and kill it quick. Salvation and Yavaris from behind keep it from escaping. Tycho ties up squadrons long enough to position the X-wings/Dutch to double-tap them to death. If you have to choose, put Lando in the big-ship danger zone, and Admonition among the squadrons.