Took 2nd at Florida Regionals with this list.
Nebulon-B Frigate: Nebulon-B Escort Frigate (57 + 11)
+ Flight Commander (3)
+ Fighter Coordination Team (3)
+ Yavaris (5)
CR90 Corvette: CR90 Corvette A (44 + 16)
+ Intel Officer (7)
+ Turbolaser Reroute Circuits (7)
+ Jaina's Light (2)
CR90 Corvette: CR90 Corvette A (44 + 14)
+ Intel Officer (7)
+ Turbolaser Reroute Circuits (7)
Rebel Transports: GR-75 Medium Transports (18 + 22)
+ General Dodonna (20)
+ Comms Net (2)
Rebel Transports: GR-75 Medium Transports (18 + 24)
+ Adar Tallon (10)
+ Bomber Command Center (8)
+ Boosted Comms (4)
+ Bright Hope (2)
Squadrons: Luke, Jan, X Wing, 5x Scurrg
Objectives: Most Wanted, Hyperspace assault, Minefields
Effectively, it's got 2 main ships that can activate squadrons - obviously the Yavaris, but also the Bright Hope with Adar Talon, can really do damage. The general idea here is I activate my Flagship first, and use Comms Net to pass a Squadron token. Then I activate the Bright Hope, and use Adar Talon to flip Luke - Or possibly any Skurrg that will be close enough for Yavaris to hit with a double tap - assuming enemy ships are close enough. This way I'm effectively causing a TRIPLE Tap with Adar Talon and then Yavaris. If my squadrons get slowed down I still have some firepower with the two TRC 90s, because of Intel Officer. It's my way of dealing with other Bright Hopes (If you scatter you lose it), and also my way of dealing with any big ships that might want to brace.
I also tend to split up my squadrons into two forces - forcing my opponent to either PICK one force to try to tie-up... or to split up their own counter squadron force. And once they split up their force, I have littler problem escaping them - considering Jan can help with that, and even without Jan, the Skurrgs' GRIT keyword helps me stay mobile.
I went with the Skurrg as opposed to B-Wings as a test. They are faster and more flexible, and still hit against ships just as hard- but more expensive.
My one loss at regionals (4-7) wasn't too terrible, but if I had just ONE more X-Wing, it would have made all the difference - because once Jan gets taken out, it becomes easier to lock down my squadrons. In that case, my opponent had a ton of A-Wings and was able to lock down all but 2 of my Skurrgs... (Grit and the speed 3 still helped them stay somewhat mobile).
All in all it is a flexible build. I think moving forward, I would probably remove Luke, as he was targeted pretty early most games, and didn't once all day push a Dodonna crit through someone's shields - and for those 20 points I could have in theory added another GR-75 with comms net or something similar. Or perhaps 2 A-Wings to slow down an anti-squadron force.
What I'd really love is to have added 2 more X-Wings - but at that point I'd likely have to sacrifice something crucial and I really like all the upgrades I have in play. Oh the choices!
And in terms of objectives - I ended up as 2nd player all day and everyone picked Minefields. Really getting tired of using Minefields, especially against opponents who maneuver perfectly around them!
Edited by Crabbok