Dash;ptl,HLC,Kanan,outrider. 3x headhunter with ion pulse missiles. Is this a competitive build against current meta?
Dash and ion pulse missiles?
Dash is always solid. On paper the Headhunters look solid for an alpha-strike and subsequent blocking but they suffer the usual problem of low PS bombers. Because they have to move first, it is hard for them to get a Target lock on higher PS targets. If the target starts off in Range 2-3 after the Z95 has moved, there is a good chance it will either be at Range 1 or out of arc but the time it has moved.
There are ways around this problem. One is to use the Deadeye EPT but the generic Z95s do not have an EPT slot. The second is to use a higher PS ship with Thread Tracers. The problem here is that the ship with Thread Tracers effectively deals no damage so this really only works if you have lots of ships with ordnance to make it worthwhile. The last option is to use one of the rebel ships that provides you with some sort of synergy or action economy. Fortunately this is where Rebels tend to shine.
Airen Cracken is good here. He is PS8 and can go to PS10 if you give him VI. Put some suitable ordnance on him and fire at high PS. His special rule is that he allows a friendly ship at Range 1 to perform a free action after he attacks. This means that a low PS ship nearby can take a free Target Lock after the enemy ships have moved. He is more expensive than a regular Headhunter so you will probably only be able to afford 2. The plus side is that you can afford some slightly better missiles (either concussion or homing would be my preference). Try the following list.
58 Dash Rendar (36), HLC (7), Outrider (5), PTL (3), Kanan (3) EU (4)
24 Airen Cracken (19), Homing Missile (5), Guidance Chips (0), Adaptability (0)
16 Bandit squadron pilot (12), Concussion Missile (4), Guidance Chips (0)
98 Total
You have 2 points spare so you have a couple of options. You could upgrade the Bandit to a Tala and give it Homing Misisles. That will allow it to fire before U-boats and also threaten Aces by negating their Evade tokens.
The other option to replace Adaptability on Cracken with Wingman and replace Kanan with Kyle Katarn. Wingman allows Cracken to remove Stress from friendlt ships at range 1. This means you can Push the Limit with Dash for 2 actions. At the start of the combat phase, Cracken removes Dash's Stress token and Kyle activates to give you a free Focus token. After Cracken attacks, he then gives Dash another free action. That is effectively 4 actions in 1 turn with no Stress! The downside is that Cracken needs to stay close to Dash for this to work which may or may not suit your strategy. Kanan makes Dash more independent.
Either way this gives you a fully loaded Super-Dash. A decent alpha-strike and a couple of small ships that can generally block the enemy and make a nuisance of themselves after they have fired their ordnance.