I have a bunch of different builds I want to try out/fly more often. Looking for opinions on which would you fly, and any changes you'd make. Let's say, pick 2.
1.) 2x Lothal Rebel, 2x FCS/Autoblaster Turret, 1x Chopper crew, Biggs with R4-D6 and Integrated Astromech. Health Storm.
2.) Lothal Rebel with TLT, FCS, Gunner, Tactician, Tactical Jammer, Gold Squadron with Dorsal Turret, BTL-A4, R3-A2, Biggs with R4-D6 and Integrated. Potential triple stress with the Ghost, and Stresshog shenanigans. Biggs forces the opponent to taste it, not allowing U-Boats to wipe the hog or the Ghost prematurely.
3.) Patrol Leader with Vader, RAC with Palpatine and Predator. Yeah yeah, PGS suggesting double Decimator. Despite my hatred of stupid fat turrets I've rarely ever played them, and being able to autokill a Fel seems appealing. Also without any engine upgrade or defensive tech it seems bearable to play at least a few times.
4.) 3x Tansarii Point Veteran, 3x Mindlink, 3x Heavy Scyk, 3x Mangler Cannon, Contracted Scout with Mindlink, Intel Agent, and unhinged astromech. The scout is a blocker and feeds the Scyks focuses, the Scyks then all evade or TL if it's safe.
5.) 5x Sienar Test Pilot, 5x V1, 5x Guidance Chips, 5x Proton Rockets. Aaaaaaand it's gone.
6.) 5x Autothruster Alpha.
7.) Green Squadron Pilot with Crackshot and Adaptability (+1) and Homing Missiles and Guidance Chips, 2x Guardian Squadron, 2x Homing Missiles, 2x Extra Munitions, 2x Autoblaster Turret, 2x Intelligence Agent, 1x Prox Mine, 1x Seismic Charge. Rebel U-Boats, Biophysical came up with the idea to sub one out for a Green Squadron in order to fit more stuff on Rebel U-Boats.
8.) 3x Red Squadron Veteran, 3x Wingman, 3x Targeting Astromech, 3x Autothrusters, 2x Weapons Guidance. Do a Talon Roll in formation, grab Target Locks, clear stress in the combat phase, do it again next turn.
If you had to pick two, which of these builds would you fly and why?