I threw this list together for a 3-round tournament over the weekend, it was based in part on what cards I had, and in part on just wanting to try a lot of new things.
Prototype Pilot, Chardaan Refit = 15
Red Squadron Veteran, Crack Shot, R3A2, Integrated Astromech = 29
Red Squadron Veteran, Adrenaline Rush, R4D6, Integrated Astromech = 28
Red Squadron Veteran, Adrenaline Rush, R5X3, Integrated Astromech = 28
100 points
I wanted to play with some T70s, and was going to run a 4x Blue Squadron Novice list. I decided to change it up in the last minute, swapping in a better blocker (A-wing) to free up points for the other three T70s. I liked this because (1) I'd never played A-wings, and (2) I got to try out some different Astromechs and EPTs.
There are definitely improvements that could be made to the squad, which I would have made if I had even one test game with it, but the general point of the tournament for me was to get a feel for how it worked. I came away with some observations, and I wanted to compare them to other experiences that people have had with generic T70s, because I feel like I've almost never seen people discuss them here.
Initial impressions:
1.) T70s are tough. I've read a lot of complaints about them not being tough enough, and maybe that's true when you pay ace levels for them, but for something in the mid to high 20's, with Integrated Astromech, they take a lot of work to kill. I read a lot of hate against AGI2 because it's not enough to be effective, but is often paired with lower hit points and requires some successes to be rolled to work. I found that I really loved the defensive profile of the ship. 7 hit points meant I could blank some rolls, even under combined fire, and keep on rolling, but 2 AGI meant I was a bit resistant to swarms (one of the squads I faced was the A-wing Crack Swarm). I didn't have a problem with the defenses, even on rounds where I didn't get much green-dice affection. They were neither brittle like a TIE, nor soft, like a Y-wing. I was continually surprised by how long these ships stayed in the fight.
2.) It's really great to have a squad that's so fast. T70s (and A-wings) are really fast, and that helps set up the right initial engagement. They're also slow, though, with the 1-straight. That's a great set of movement options, and it's pretty unpredictable.
3.) I think, on ships like this, I actually like Adrenaline Rush better than Crack Shot. I only owned one Crack Shot and two Adrenaline Rushes, which is why my EPTs were mixed. I put Crack Shot on the StressX, because I figured he'd be the primary target, and so it would be easier to use the Crack Shot earlier than Adrenaline Rush. Adrenaline Rush would have been pretty great on the StressX, both because it survived longer than expected, and because it would allow a K-turn or Talon Roll even if stressed, so he could stress a target and prevent a target's K-turn, and still turn around when the target couldn't. Adrenaline Rush was just great. I could get the action when I shouldn't, I could keep my dial open in later rounds, and I could do back-to-back red moves. Overall, I think it was better than Crack Shot, principally because the T70s were tough enough to take advantage of Adrenaline Rush's longer-term ripple effects.
4.) This sort of squad has some solid firepower, especially up close, especially if you're shooting at ships the A-wing blocked. It's a lot of fun, even with just basic single-action modifications. It's a lot of chances for your red dice to get lucky and a lot of chances for opposing green dice to crap out.
5.) R5X3 was ridiculously fun, and actually pretty good. I had him mostly as a 1-point astromech to trigger Integrated Astromech to try something new, but found that 2 out of 3 games I used him for his ability instead of Integrated Astromech. IA is worth a hit point, effectively. If asteroids are used, R5X3 is worth a 50% chance at a hit point, and an action, and potentially a reduction of opposing green dice. That's a pretty fair trade for IA, I think. So basically, I used IA if he got focused on early, and used his ability if some other ship was taking the first shots. I understand why it's not used on aces, but for these lower teir ships, I found it to be quality.
So my question is, are my experiences unique? These ships seem solid, if not very flashy. They have good maneuvers, can take a hit, and can throw a punch, and can act as blockers when needed. PS-wise, they seem to be well positioned against Scouts as well (which I haven't faced), with the Boost action available to avoid the torpedoes.