Sorry for the sh*tty porno title, I just couldn't resist.
Recently, my squads have been nothing but Scum and Empire. I played around with Dengar for a bit, then toyed with some Carnor and Comm+Juke Swarm, then finally settled on a Vader and Crack Swarm list that did fairly well. Before all of that however, I played Nathan Eide's AXE list and had an absolute blast playing it. Regen was just so strong before Wave 8 that it pretty much swamped everyone out of playing anything but Rebels at my local store. AXE worked so well that I got two more people to play the lists before U-Boats hit the scene and completely blew it out of the water. The only hope I had of staying in the game was for the A-Wing to block and Corran and Poe to attempt to arc dodge all three ships. This didn't fool the smart U-Boat players though, as they kept their arcs wide so that Corran's PTL action was pretty much useless.
Now, I think I've come to a very nice anti-U-boat list that I really want to test fly:
Poe Dameron (PS9) - T-70 X-Wing (33 + 8)
Push the Limit (3)
BB-8 (2)
Autothrusters (2)
Black One (1)
Wes Janson - X-Wing (29 + 4)
Adaptability (0)
R2-D2 (4)
Integrated Astromech (0)
Biggs Darklighter - X-Wing (25 + 1)
R4-D6 (1)
Integrated Astromech (0)
Total: 100
Here's a breakdown:
Poe Dameron
Poe's objective is to fly crazy and arc dodge like hell. With BB-8 and Push the Limit, Poe gets three actions per turn he's not stressed, one of which must be a barrel roll. This lets him at least touch Soontir's foot in terms of maneuverability, seeing as how Poe has less opportunity to shed the stress with only five green maneuvers. Someone wanting to pilot this list must remember that BB-8 activates when you reveal the maneuver, not after you execute it. If a turret is thrown in the mix, good ole' Autothrusters kicks in to help us evade some of that pesky turret fire. Finally, if Advanced Targeting Computer or Omega Leader comes up or some kind of different ordinance across the board, we have the Black One title to make sure those target locks don't stick to you or your friends (two triggers per round, one from BB-8 roll and one from Boost action).
Wes Janson
Janson is to make sure those pesky focus tokens don't stay on those U-boats or opposing Poe's. Stripping tokens can mean certain death for a few ships, namely Soontir. It also means that we can strip the tokens from TIE/fo Fighters with Comm Relay to ensure that Juke doesn't remain active. As for his upgrades, Adaptability lets him move before Omega Leader in order to strip that Target Lock and prevent him from laying on the damage, R2 is an obvious choice and Integrated Astromech gives him the ability to cancel a Direct Hit or any other crippling blow. Wes should always stick with Biggs until Biggs dies.
Biggs Darklighter
Ahh, old Biggsy. He is probably going to die every round, but 74-0 still gets you the win. Basically, Biggs is there to somewhat make up for the lack of arc dodging capabilities on the T-65 and to prevent Wes from dying to the first ordinance strike made on him. In truth, Biggs would probably die in the first round every time if it weren't for his wonderful astromech R4-D6. This little guy is incredible, as he prevents alpha strikes from doing the most damage they can in one round. With Wes shooting, U-Boats don't stand any chance of destroying Biggs in the first round, as the maximum damage they can do is 4 as opposed to 12 normally (-4 from Wes stripping the focus from one, and -2 from the next two attacks thanks to R4). And of course, Integrated Astromech is there to cancel the bothersome criticals.
This list is currently in Phase One of development meaning that I don't have all the upgrades and pilot cards. Make your criticisms now while there's still money in my wallet.