Talonbane Cobra, specifically, isn't at all bad - the main reason I'd consider taking a Khiraxz is that I wanted another PS9 bruiser and I'd already included Fenn Rau.
Very true. Talonbane is amazing.
That's the point. They aren't equal pilot skill - one of the things you're buying by taking Marauders instead of Recruits is to shoot first - meaning that whilst they both do 2.25 damage each on the first barrage, the Recruits are down a ship. Which means they do less damage in their return fire. Yes, the Recruits will win an equal-pilot-skill joust but they ain't got one.
I hadn't actually noticed that, but let's include it anyway:
First turn: The Recruits execute 3 straights, keeping them out of combat range.
Second Turn: The recruits slam a 5 forward, one boosts for the block and the others focus. You can either take the block and be action less, or anticipate the block and have your ships pointing in very wrong directions, but with tokens. Either way, the disadvantage of lower pilot skill has been neutralised on the first turn. After that its a matter of blocking with 1 recruit, and lining up shots with the others, which you really can't avoid.
All other PS1 blockers lack the 5-straight, boost and barrel roll combo that makes the Recruit a supremely capable blocker. You might shoot before me, but action-less, you'll do a maximum of 2.5 or so damage a turn, and I will kill a ship a turn.
Because whilst the whole squad will generally be stressed, you will not have too much of a problem getting an action
This is true, but I haven't brought out the hard counters yet:
3. Flechette Torpedoes - long range, guarantee stress, and damage to boot. COmbine with guidance chips on a y-wing for some okay counters, but not great.
2. Mara Jade - on a phantom, decimator or TIE Shuttle. Guaranteed stress after the first round, in mostly inexpensive or invulnerable packages. By cutting off all your red maneuvers, even the likes of Tomax Bren can stay outside your arc and plink away.
1. Thermal Detonators - you fly a swarm semi-dependent on formation flying and a stress-free environment. I drop a bombs a turn, stressing and damaging your ships action-free. Two of these on a y-wing with genius could break the list quite handily.
