Something I ran at Regionals, with moderate success (ALMOST broke the top 16)... looking for advice on how to tighten it up a bit.
37 VCX-100 - "Chopper"
2 Ion Projector
2 Autoblaster Turret
3 Accuracy Corrector
44
24 B-Wing - Dagger Squadron
1 B-Wing/E2
2 Tactician
1 Tractor Beam
28
24 B-Wing - Dagger Squadron
1 B-Wing/E2
2 Tactician
1 Tractor Beam
28
Strong points: All ships Pilot Skill 4 for versatility in maneuvering and combat. Chopper has potential to deal stress + ion to ships in his path. Guaranteed minor damage at Range 1 of the Ghost (barring Omega Leader, of course). Dagger Squadrons have option to Tractor Beam ships onto rocks as needed, or pull ships into Range 2 in order to trigger Tactician and allow better follow-up shots.
Weak points: Virtually non-existent agility. Using Tractor Beam sacrifices one of my limited sources of damage for the turn. Relatively low maneuverability for the B-Wings.
Early ideas for improvements: Enhanced Scopes onto Chopper, to allow him get into position before enemy ships move. Upgrade Autoblaster to Dorsal Turret for added range, or Ion Cannon for range + effect. Include Zeb for point-blank combat potential. Save points on B-Wings by dropping to Blue Squadron or dropping Tractor Beams.